Apply prettier to css, html, js, md, ts, and yml (#1249)

* Apply prettier to css, js, html, md, ts, and yml

As a followup I will add prettier to the .pre-commit config.
This patch is 100% generated by prettier.
I used a forked version of prettier that understands the
py-script tag.
See https://github.com/hoodmane/pyscript-prettier-precommit
for more info.

* Apply old pre-commit

* Revert some problems

* [pre-commit.ci] auto fixes from pre-commit.com hooks

for more information, see https://pre-commit.ci

* Revert some changes

* More changes

* Fix pre-commit

* [pre-commit.ci] auto fixes from pre-commit.com hooks

for more information, see https://pre-commit.ci

---------

Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
This commit is contained in:
Hood Chatham
2023-03-06 15:20:21 +01:00
committed by GitHub
parent 7ffe6a598e
commit 08f34f748b
108 changed files with 4571 additions and 3802 deletions

View File

@@ -1,21 +1,20 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Bcoin = Mario.Bcoin = function(pos) {
var Bcoin = (Mario.Bcoin = function (pos) {
Mario.Entity.call(this, {
pos: pos,
sprite: level.bcoinSprite(),
hitbox: [0,0,16,16]
hitbox: [0, 0, 16, 16],
});
}
});
Mario.Util.inherits(Bcoin, Mario.Entity);
//I'm not sure whether it makes sense to use an array for vel and acc here
//in order to keep with convention, or to just use a single value, since
//it's literally impossible for these to move left or right.
Bcoin.prototype.spawn = function() {
Bcoin.prototype.spawn = function () {
sounds.coin.currentTime = 0.05;
sounds.coin.play();
this.idx = level.items.length;
@@ -23,9 +22,9 @@
this.active = true;
this.vel = -12;
this.targetpos = this.pos[1] - 32;
}
};
Bcoin.prototype.update = function(dt) {
Bcoin.prototype.update = function (dt) {
if (!this.active) return;
if (this.vel > 0 && this.pos[1] >= this.targetpos) {
@@ -38,8 +37,7 @@
this.vel += this.acc;
this.pos[1] += this.vel;
this.sprite.update(dt);
}
Bcoin.prototype.checkCollisions = function() {;}
};
Bcoin.prototype.checkCollisions = function () {};
})();

View File

@@ -1,11 +1,10 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
//TODO: clean up the logic for sprite switching.
//TODO: There's a weird bug with the collision logic. Look into it.
var Block = Mario.Block = function(options) {
var Block = (Mario.Block = function (options) {
this.item = options.item;
this.usedSprite = options.usedSprite;
this.bounceSprite = options.bounceSprite;
@@ -14,26 +13,27 @@
Mario.Entity.call(this, {
pos: options.pos,
sprite: options.sprite,
hitbox: [0,0,16,16]
hitbox: [0, 0, 16, 16],
});
this.standing = true;
}
});
Mario.Util.inherits(Block, Mario.Floor);
Block.prototype.break = function() {
Block.prototype.break = function () {
sounds.breakBlock.play();
(new Mario.Rubble()).spawn(this.pos);
var x = this.pos[0] / 16, y = this.pos[1] / 16;
new Mario.Rubble().spawn(this.pos);
var x = this.pos[0] / 16,
y = this.pos[1] / 16;
delete level.blocks[y][x];
}
};
Block.prototype.bonk = function(power) {
Block.prototype.bonk = function (power) {
sounds.bump.play();
if (power > 0 && this.breakable) {
this.break();
} else if (this.standing){
} else if (this.standing) {
this.standing = false;
if (this.item) {
this.item.spawn();
@@ -51,9 +51,9 @@
this.vel[1] = -2;
}
}
};
Block.prototype.update = function(dt, gameTime) {
Block.prototype.update = function (dt, gameTime) {
if (!this.standing) {
if (this.pos[1] < this.opos[1] - 8) {
this.vel[1] = 2;
@@ -68,7 +68,8 @@
}
} else {
if (this.sprite === this.usedSprite) {
var x = this.pos[0] / 16, y = this.pos[1] / 16;
var x = this.pos[0] / 16,
y = this.pos[1] / 16;
level.statics[y][x] = new Mario.Floor(this.pos, this.usedSprite);
delete level.blocks[y][x];
}
@@ -76,6 +77,5 @@
this.pos[1] += this.vel[1];
this.sprite.update(dt, gameTime);
}
};
})();

View File

@@ -1,47 +1,59 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Coin = Mario.Coin = function(pos, sprite) {
var Coin = (Mario.Coin = function (pos, sprite) {
Mario.Entity.call(this, {
pos: pos,
sprite: sprite,
hitbox: [0,0,16,16]
hitbox: [0, 0, 16, 16],
});
this.idx = level.items.length
}
this.idx = level.items.length;
});
Mario.Util.inherits(Coin, Mario.Entity);
Coin.prototype.isPlayerCollided = function() {
Coin.prototype.isPlayerCollided = function () {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [player.pos[0] + player.hitbox[0], player.pos[1] + player.hitbox[1]];
var hpos2 = [
player.pos[0] + player.hitbox[0],
player.pos[1] + player.hitbox[1],
];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+player.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+player.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + player.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + player.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
this.collect();
}
}
}
};
Coin.prototype.render = function(ctx, vX, vY) {
Coin.prototype.render = function (ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
};
//money is not affected by gravity, you see.
Coin.prototype.update = function(dt) {
Coin.prototype.update = function (dt) {
this.sprite.update(dt);
}
Coin.prototype.checkCollisions = function() {
};
Coin.prototype.checkCollisions = function () {
this.isPlayerCollided();
}
};
Coin.prototype.collect = function() {
Coin.prototype.collect = function () {
sounds.coin.currentTime = 0.05;
sounds.coin.play();
player.coins += 1;
delete level.items[this.idx]
}
delete level.items[this.idx];
};
})();

View File

@@ -1,34 +1,34 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Entity = Mario.Entity = function(options) {
this.vel = [0,0];
this.acc = [0,0];
this.standing = true;
this.pos = options.pos;
this.sprite = options.sprite;
this.hitbox = options.hitbox;
this.left = false;
}
var Entity = (Mario.Entity = function (options) {
this.vel = [0, 0];
this.acc = [0, 0];
this.standing = true;
this.pos = options.pos;
this.sprite = options.sprite;
this.hitbox = options.hitbox;
this.left = false;
});
Entity.prototype.render = function(ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY)
}
Entity.prototype.render = function (ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
};
Entity.prototype.collideWall = function(wall) {
//the wall will always be a 16x16 block with hitbox = [0,0,16,16].
if (this.pos[0] > wall.pos[0]) {
//from the right
this.pos[0] = wall.pos[0] + wall.hitbox[2] - this.hitbox[0];
this.vel[0] = Math.max(0, this.vel[0]);
this.acc[0] = Math.max(0, this.acc[0]);
} else {
this.pos[0] = wall.pos[0] + wall.hitbox[0] - this.hitbox[2] - this.hitbox[0];
this.vel[0] = Math.min(0, this.vel[0]);
this.acc[0] = Math.min(0, this.acc[0]);
}
}
Entity.prototype.collideWall = function (wall) {
//the wall will always be a 16x16 block with hitbox = [0,0,16,16].
if (this.pos[0] > wall.pos[0]) {
//from the right
this.pos[0] = wall.pos[0] + wall.hitbox[2] - this.hitbox[0];
this.vel[0] = Math.max(0, this.vel[0]);
this.acc[0] = Math.max(0, this.acc[0]);
} else {
this.pos[0] =
wall.pos[0] + wall.hitbox[0] - this.hitbox[2] - this.hitbox[0];
this.vel[0] = Math.min(0, this.vel[0]);
this.acc[0] = Math.min(0, this.acc[0]);
}
};
Entity.prototype.bump = function() {;}
Entity.prototype.bump = function () {};
})();

View File

@@ -1,21 +1,26 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Fireball = Mario.Fireball = function(pos) {
var Fireball = (Mario.Fireball = function (pos) {
this.hit = 0;
this.standing = false;
Mario.Entity.call(this, {
pos: pos,
sprite: new Mario.Sprite('sprites/items.png', [96, 144], [8,8], 5, [0,1,2,3]),
hitbox: [0,0,8,8]
sprite: new Mario.Sprite(
"sprites/items.png",
[96, 144],
[8, 8],
5,
[0, 1, 2, 3],
),
hitbox: [0, 0, 8, 8],
});
}
});
Mario.Util.inherits(Fireball, Mario.Entity);
Fireball.prototype.spawn = function(left) {
Fireball.prototype.spawn = function (left) {
sounds.fireball.currentTime = 0;
sounds.fireball.play();
if (fireballs[0]) {
@@ -25,20 +30,20 @@
this.idx = 0;
fireballs[0] = this;
}
this.vel[0] = (left ? -5 : 5);
this.vel[0] = left ? -5 : 5;
this.standing = false;
this.vel[1] = 0;
}
};
Fireball.prototype.render = function(ctx, vX, vY) {
Fireball.prototype.render = function (ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
};
Fireball.prototype.update = function(dt) {
Fireball.prototype.update = function (dt) {
if (this.hit == 1) {
this.sprite.pos = [96, 160];
this.sprite.size = [16,16];
this.sprite.frames = [0,1,2];
this.sprite.size = [16, 16];
this.sprite.frames = [0, 1, 2];
this.sprite.speed = 8;
this.hit += 1;
return;
@@ -67,13 +72,13 @@
this.hit = 1;
}
this.sprite.update(dt);
}
};
Fireball.prototype.collideWall = function() {
Fireball.prototype.collideWall = function () {
if (!this.hit) this.hit = 1;
}
};
Fireball.prototype.checkCollisions = function() {
Fireball.prototype.checkCollisions = function () {
if (this.hit) return;
var h = this.pos[1] % 16 < 8 ? 1 : 2;
var w = this.pos[0] % 16 < 8 ? 1 : 2;
@@ -99,28 +104,39 @@
}
var that = this;
level.enemies.forEach(function(enemy){
if (enemy.flipping || enemy.pos[0] - vX > 336){ //stop checking once we get to far away dudes.
level.enemies.forEach(function (enemy) {
if (enemy.flipping || enemy.pos[0] - vX > 336) {
//stop checking once we get to far away dudes.
return;
} else {
that.isCollideWith(enemy);
}
});
}
};
Fireball.prototype.isCollideWith = function(ent) {
Fireball.prototype.isCollideWith = function (ent) {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [ent.pos[0] + ent.hitbox[0], ent.pos[1] + ent.hitbox[1]];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + ent.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + ent.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
this.hit = 1;
ent.bump();
}
}
};
Fireball.prototype.bump = function() {;}
Fireball.prototype.bump = function () {};
})();

View File

@@ -1,26 +1,25 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Fireflower = Mario.Fireflower = function(pos) {
var Fireflower = (Mario.Fireflower = function (pos) {
this.spawning = false;
this.waiting = 0;
Mario.Entity.call(this, {
pos: pos,
sprite: level.fireFlowerSprite,
hitbox: [0,0,16,16]
hitbox: [0, 0, 16, 16],
});
}
});
Mario.Util.inherits(Fireflower, Mario.Entity);
Fireflower.prototype.render = function(ctx, vX, vY) {
Fireflower.prototype.render = function (ctx, vX, vY) {
if (this.spawning > 1) return;
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
};
Fireflower.prototype.spawn = function() {
Fireflower.prototype.spawn = function () {
sounds.itemAppear.play();
this.idx = level.items.length;
level.items.push(this);
@@ -28,12 +27,12 @@
this.targetpos = [];
this.targetpos[0] = this.pos[0];
this.targetpos[1] = this.pos[1] - 16;
}
};
Fireflower.prototype.update = function(dt) {
Fireflower.prototype.update = function (dt) {
if (this.spawning > 1) {
this.spawning -= 1;
if (this.spawning == 1) this.vel[1] = -.5;
if (this.spawning == 1) this.vel[1] = -0.5;
return;
}
if (this.spawning) {
@@ -44,31 +43,45 @@
}
}
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.sprite.update(dt);
}
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.sprite.update(dt);
};
Fireflower.prototype.checkCollisions = function() {
if (this.spawning) {return;}
Fireflower.prototype.checkCollisions = function () {
if (this.spawning) {
return;
}
this.isPlayerCollided();
}
};
Fireflower.prototype.isPlayerCollided = function() {
Fireflower.prototype.isPlayerCollided = function () {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [player.pos[0] + player.hitbox[0], player.pos[1] + player.hitbox[1]];
var hpos2 = [
player.pos[0] + player.hitbox[0],
player.pos[1] + player.hitbox[1],
];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+player.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+player.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + player.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + player.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
player.powerUp(this.idx);
}
}
}
};
//This should never be called, but just in case.
Fireflower.prototype.bump = function() {;}
Fireflower.prototype.bump = function () {};
})();

View File

@@ -1,47 +1,45 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
Flag = Mario.Flag = function(pos) {
Flag = Mario.Flag = function (pos) {
//afaik flags always have the same height and Y-position
this.pos = [pos, 49];
this.hitbox = [0,0,0,0];
this.vel = [0,0];
this.acc = [0,0];
}
this.hitbox = [0, 0, 0, 0];
this.vel = [0, 0];
this.acc = [0, 0];
};
Flag.prototype.collideWall = function() {;
}
Flag.prototype.collideWall = function () {};
Flag.prototype.update = function(dt){
Flag.prototype.update = function (dt) {
if (!this.done && this.pos[1] >= 170) {
this.vel = [0,0];
this.vel = [0, 0];
this.pos[1] = 170;
player.exit();
this.done = true;
}
this.pos[1] += this.vel[1];
}
};
Flag.prototype.checkCollisions = function() {
Flag.prototype.checkCollisions = function () {
this.isPlayerCollided();
}
};
Flag.prototype.isPlayerCollided = function() {
Flag.prototype.isPlayerCollided = function () {
if (this.hit) return;
if (player.pos[0] + 8 >= this.pos[0]) {
music.overworld.pause();
sounds.flagpole.play();
setTimeout(function() {
setTimeout(function () {
music.clear.play();
}, 2000);
this.hit = true;
player.flag();
this.vel = [0, 2];
}
}
};
Flag.prototype.render = function() {
level.flagpoleSprites[2].render(ctx, this.pos[0]-8, this.pos[1], vX, vY);
}
Flag.prototype.render = function () {
level.flagpoleSprites[2].render(ctx, this.pos[0] - 8, this.pos[1], vX, vY);
};
})();

View File

@@ -1,56 +1,75 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Floor = Mario.Floor = function(pos, sprite) {
var Floor = (Mario.Floor = function (pos, sprite) {
Mario.Entity.call(this, {
pos: pos,
sprite: sprite,
hitbox: [0, 0, 16, 16],
});
});
Mario.Entity.call(this, {
pos: pos,
sprite: sprite,
hitbox: [0,0,16,16]
});
}
Mario.Util.inherits(Floor, Mario.Entity);
Mario.Util.inherits(Floor, Mario.Entity);
Floor.prototype.isCollideWith = function (ent) {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [
Math.floor(this.pos[0] + this.hitbox[0]),
Math.floor(this.pos[1] + this.hitbox[1]),
];
var hpos2 = [
Math.floor(ent.pos[0] + ent.hitbox[0]),
Math.floor(ent.pos[1] + ent.hitbox[1]),
];
Floor.prototype.isCollideWith = function (ent) {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [Math.floor(this.pos[0] + this.hitbox[0]), Math.floor(this.pos[1] + this.hitbox[1])];
var hpos2 = [Math.floor(ent.pos[0] + ent.hitbox[0]), Math.floor(ent.pos[1] + ent.hitbox[1])];
//if the hitboxes actually overlap
if (
!(
hpos1[0] > hpos2[0] + ent.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + ent.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
if (!this.standing) {
ent.bump();
} else {
//if the entity is over the block, it's basically floor
var center = hpos2[0] + ent.hitbox[2] / 2;
if (Math.abs(hpos2[1] + ent.hitbox[3] - hpos1[1]) <= ent.vel[1]) {
if (level.statics[this.pos[1] / 16 - 1][this.pos[0] / 16]) {
return;
}
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] - ent.hitbox[3] - ent.hitbox[1];
ent.standing = true;
if (ent instanceof Mario.Player) {
ent.jumping = 0;
}
} else if (
Math.abs(hpos2[1] - hpos1[1] - this.hitbox[3]) > ent.vel[1] &&
center + 2 >= hpos1[0] &&
center - 2 <= hpos1[0] + this.hitbox[2]
) {
//ent is under the block.
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] + this.hitbox[3];
if (ent instanceof Mario.Player) {
this.bonk(ent.power);
ent.jumping = 0;
}
} else {
//entity is hitting it from the side, we're a wall
ent.collideWall(this);
}
}
}
}
};
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (!this.standing) {
ent.bump();
} else {
//if the entity is over the block, it's basically floor
var center = hpos2[0] + ent.hitbox[2] / 2;
if (Math.abs(hpos2[1] + ent.hitbox[3] - hpos1[1]) <= ent.vel[1]) {
if (level.statics[(this.pos[1] / 16) - 1][this.pos[0] / 16]) {return};
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] - ent.hitbox[3] - ent.hitbox[1];
ent.standing = true;
if (ent instanceof Mario.Player) {
ent.jumping = 0;
}
} else if (Math.abs(hpos2[1] - hpos1[1] - this.hitbox[3]) > ent.vel[1] &&
center + 2 >= hpos1[0] && center - 2 <= hpos1[0] + this.hitbox[2]) {
//ent is under the block.
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] + this.hitbox[3];
if (ent instanceof Mario.Player) {
this.bonk(ent.power);
ent.jumping = 0;
}
} else {
//entity is hitting it from the side, we're a wall
ent.collideWall(this);
}
}
}
}
}
Floor.prototype.bonk = function() {;}
Floor.prototype.bonk = function () {};
})();

View File

@@ -1,20 +1,22 @@
var requestAnimFrame = (function(){
return window.requestAnimationFrame ||
var requestAnimFrame = (function () {
return (
window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback){
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 1000 / 60);
};
}
);
})();
//create the canvas
var canvas = document.createElement("canvas");
var ctx = canvas.getContext('2d');
var ctx = canvas.getContext("2d");
var updateables = [];
var fireballs = [];
var player = new Mario.Player([0,0]);
var player = new Mario.Player([0, 0]);
//we might have to get the size and calculate the scaling
//but this method should let us make it however big.
@@ -23,23 +25,23 @@ var player = new Mario.Player([0,0]);
//TODO: fiddling with scaled sprites looks BETTER, but not perfect. Hmm.
canvas.width = 762;
canvas.height = 720;
ctx.scale(3,3);
ctx.scale(3, 3);
document.body.appendChild(canvas);
//viewport
var vX = 0,
vY = 0,
vWidth = 256,
vHeight = 240;
vY = 0,
vWidth = 256,
vHeight = 240;
//load our images
resources.load([
'sprites/player.png',
'sprites/enemy.png',
'sprites/tiles.png',
'sprites/playerl.png',
'sprites/items.png',
'sprites/enemyr.png',
"sprites/player.png",
"sprites/enemy.png",
"sprites/tiles.png",
"sprites/playerl.png",
"sprites/items.png",
"sprites/enemyr.png",
]);
resources.onReady(init);
@@ -51,24 +53,24 @@ var music;
var lastTime;
function init() {
music = {
overworld: new Audio('sounds/aboveground_bgm.ogg'),
underground: new Audio('sounds/underground_bgm.ogg'),
clear: new Audio('sounds/stage_clear.wav'),
death: new Audio('sounds/mariodie.wav')
overworld: new Audio("sounds/aboveground_bgm.ogg"),
underground: new Audio("sounds/underground_bgm.ogg"),
clear: new Audio("sounds/stage_clear.wav"),
death: new Audio("sounds/mariodie.wav"),
};
sounds = {
smallJump: new Audio('sounds/jump-small.wav'),
bigJump: new Audio('sounds/jump-super.wav'),
breakBlock: new Audio('sounds/breakblock.wav'),
bump: new Audio('sounds/bump.wav'),
coin: new Audio('sounds/coin.wav'),
fireball: new Audio('sounds/fireball.wav'),
flagpole: new Audio('sounds/flagpole.wav'),
kick: new Audio('sounds/kick.wav'),
pipe: new Audio('sounds/pipe.wav'),
itemAppear: new Audio('sounds/itemAppear.wav'),
powerup: new Audio('sounds/powerup.wav'),
stomp: new Audio('sounds/stomp.wav')
smallJump: new Audio("sounds/jump-small.wav"),
bigJump: new Audio("sounds/jump-super.wav"),
breakBlock: new Audio("sounds/breakblock.wav"),
bump: new Audio("sounds/bump.wav"),
coin: new Audio("sounds/coin.wav"),
fireball: new Audio("sounds/fireball.wav"),
flagpole: new Audio("sounds/flagpole.wav"),
kick: new Audio("sounds/kick.wav"),
pipe: new Audio("sounds/pipe.wav"),
itemAppear: new Audio("sounds/itemAppear.wav"),
powerup: new Audio("sounds/powerup.wav"),
stomp: new Audio("sounds/stomp.wav"),
};
Mario.oneone();
lastTime = Date.now();
@@ -101,28 +103,29 @@ function update(dt) {
function handleInput(dt) {
if (player.piping || player.dying || player.noInput) return; //don't accept input
if (input.isDown('RUN')){
if (input.isDown("RUN")) {
player.run();
} else {
player.noRun();
}
if (input.isDown('JUMP')) {
if (input.isDown("JUMP")) {
player.jump();
} else {
//we need this to handle the timing for how long you hold it
player.noJump();
}
if (input.isDown('DOWN')) {
if (input.isDown("DOWN")) {
player.crouch();
} else {
player.noCrouch();
}
if (input.isDown('LEFT')) { // 'd' or left arrow
if (input.isDown("LEFT")) {
// 'd' or left arrow
player.moveLeft();
}
else if (input.isDown('RIGHT')) { // 'k' or right arrow
} else if (input.isDown("RIGHT")) {
// 'k' or right arrow
player.moveRight();
} else {
player.noWalk();
@@ -132,51 +135,54 @@ function handleInput(dt) {
//update all the moving stuff
function updateEntities(dt, gameTime) {
player.update(dt, vX);
updateables.forEach (function(ent) {
updateables.forEach(function (ent) {
ent.update(dt, gameTime);
});
//This should stop the jump when he switches sides on the flag.
if (player.exiting) {
if (player.pos[0] > vX + 96)
vX = player.pos[0] - 96
}else if (level.scrolling && player.pos[0] > vX + 80) {
if (player.pos[0] > vX + 96) vX = player.pos[0] - 96;
} else if (level.scrolling && player.pos[0] > vX + 80) {
vX = player.pos[0] - 80;
}
if (player.powering.length !== 0 || player.dying) { return; }
level.items.forEach (function(ent) {
if (player.powering.length !== 0 || player.dying) {
return;
}
level.items.forEach(function (ent) {
ent.update(dt);
});
level.enemies.forEach (function(ent) {
level.enemies.forEach(function (ent) {
ent.update(dt, vX);
});
fireballs.forEach(function(fireball) {
fireballs.forEach(function (fireball) {
fireball.update(dt);
});
level.pipes.forEach (function(pipe) {
level.pipes.forEach(function (pipe) {
pipe.update(dt);
});
}
//scan for collisions
function checkCollisions() {
if (player.powering.length !== 0 || player.dying) { return; }
if (player.powering.length !== 0 || player.dying) {
return;
}
player.checkCollisions();
//Apparently for each will just skip indices where things were deleted.
level.items.forEach(function(item) {
level.items.forEach(function (item) {
item.checkCollisions();
});
level.enemies.forEach (function(ent) {
level.enemies.forEach(function (ent) {
ent.checkCollisions();
});
fireballs.forEach(function(fireball){
fireballs.forEach(function (fireball) {
fireball.checkCollisions();
});
level.pipes.forEach (function(pipe) {
level.pipes.forEach(function (pipe) {
pipe.checkCollisions();
});
}
@@ -189,8 +195,8 @@ function render() {
ctx.fillRect(0, 0, canvas.width, canvas.height);
//scenery gets drawn first to get layering right.
for(var i = 0; i < 15; i++) {
for (var j = Math.floor(vX / 16) - 1; j < Math.floor(vX / 16) + 20; j++){
for (var i = 0; i < 15; i++) {
for (var j = Math.floor(vX / 16) - 1; j < Math.floor(vX / 16) + 20; j++) {
if (level.scenery[i][j]) {
renderEntity(level.scenery[i][j]);
}
@@ -198,23 +204,21 @@ function render() {
}
//then items
level.items.forEach (function (item) {
level.items.forEach(function (item) {
renderEntity(item);
});
level.enemies.forEach (function(enemy) {
level.enemies.forEach(function (enemy) {
renderEntity(enemy);
});
fireballs.forEach(function(fireball) {
fireballs.forEach(function (fireball) {
renderEntity(fireball);
})
});
//then we draw every static object.
for(var i = 0; i < 15; i++) {
for (var j = Math.floor(vX / 16) - 1; j < Math.floor(vX / 16) + 20; j++){
for (var i = 0; i < 15; i++) {
for (var j = Math.floor(vX / 16) - 1; j < Math.floor(vX / 16) + 20; j++) {
if (level.statics[i][j]) {
renderEntity(level.statics[i][j]);
}
@@ -231,7 +235,7 @@ function render() {
}
//Mario goes INTO pipes, so naturally they go after.
level.pipes.forEach (function(pipe) {
level.pipes.forEach(function (pipe) {
renderEntity(pipe);
});
}

View File

@@ -1,26 +1,26 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
//TODO: On console the hitbox is smaller. Measure it and edit this.
var Goomba = Mario.Goomba = function(pos, sprite) {
var Goomba = (Mario.Goomba = function (pos, sprite) {
this.dying = false;
Mario.Entity.call(this, {
pos: pos,
sprite: sprite,
hitbox: [0,0,16,16]
hitbox: [0, 0, 16, 16],
});
this.vel[0] = -0.5;
this.idx = level.enemies.length;
};
});
Goomba.prototype.render = function(ctx, vX, vY) {
Goomba.prototype.render = function (ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
};
Goomba.prototype.update = function(dt, vX) {
if (this.pos[0] - vX > 336) { //if we're too far away, do nothing.
Goomba.prototype.update = function (dt, vX) {
if (this.pos[0] - vX > 336) {
//if we're too far away, do nothing.
return;
} else if (this.pos[0] - vX < -32) {
delete level.enemies[this.idx];
@@ -39,11 +39,11 @@
this.sprite.update(dt);
};
Goomba.prototype.collideWall = function() {
Goomba.prototype.collideWall = function () {
this.vel[0] = -this.vel[0];
};
Goomba.prototype.checkCollisions = function() {
Goomba.prototype.checkCollisions = function () {
if (this.flipping) {
return;
}
@@ -70,10 +70,12 @@
}
}
var that = this;
level.enemies.forEach(function(enemy){
if (enemy === that) { //don't check collisions with ourselves.
level.enemies.forEach(function (enemy) {
if (enemy === that) {
//don't check collisions with ourselves.
return;
} else if (enemy.pos[0] - vX > 336){ //stop checking once we get to far away dudes.
} else if (enemy.pos[0] - vX > 336) {
//stop checking once we get to far away dudes.
return;
} else {
that.isCollideWith(enemy);
@@ -82,7 +84,7 @@
this.isCollideWith(player);
};
Goomba.prototype.isCollideWith = function(ent) {
Goomba.prototype.isCollideWith = function (ent) {
if (ent instanceof Mario.Player && (this.dying || ent.invincibility)) {
return;
}
@@ -92,14 +94,27 @@
var hpos2 = [ent.pos[0] + ent.hitbox[0], ent.pos[1] + ent.hitbox[1]];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (ent instanceof Mario.Player) { //if we hit the player
if (ent.vel[1] > 0) { //then the goomba dies
if (
!(
hpos1[0] > hpos2[0] + ent.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + ent.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
if (ent instanceof Mario.Player) {
//if we hit the player
if (ent.vel[1] > 0) {
//then the goomba dies
this.stomp();
} else if (ent.starTime) {
this.bump();
} else { //or the player gets hit
} else {
//or the player gets hit
ent.damage();
}
} else {
@@ -109,7 +124,7 @@
}
};
Goomba.prototype.stomp = function() {
Goomba.prototype.stomp = function () {
sounds.stomp.play();
player.bounce = true;
this.sprite.pos[0] = 32;
@@ -118,9 +133,9 @@
this.dying = 10;
};
Goomba.prototype.bump = function() {
Goomba.prototype.bump = function () {
sounds.kick.play();
this.sprite.img = 'sprites/enemyr.png';
this.sprite.img = "sprites/enemyr.png";
this.flipping = true;
this.pos[1] -= 1;
this.vel[0] = 0;

View File

@@ -1,54 +1,61 @@
(function() {
var pressedKeys = {};
(function () {
var pressedKeys = {};
function setKey(event, status) {
var code = event.keyCode;
var key;
function setKey(event, status) {
var code = event.keyCode;
var key;
switch(code) {
case 32:
key = 'SPACE'; break;
case 37:
key = 'LEFT'; break;
case 38:
key = 'UP'; break;
case 39:
key = 'RIGHT'; break;
case 40:
key = 'DOWN'; break;
case 88:
key = 'JUMP'; break;
case 90:
key = 'RUN'; break;
default:
key = String.fromCharCode(code);
}
pressedKeys[key] = status;
switch (code) {
case 32:
key = "SPACE";
break;
case 37:
key = "LEFT";
break;
case 38:
key = "UP";
break;
case 39:
key = "RIGHT";
break;
case 40:
key = "DOWN";
break;
case 88:
key = "JUMP";
break;
case 90:
key = "RUN";
break;
default:
key = String.fromCharCode(code);
}
document.addEventListener('keydown', function(e) {
setKey(e, true);
});
pressedKeys[key] = status;
}
document.addEventListener('keyup', function(e) {
setKey(e, false);
});
document.addEventListener("keydown", function (e) {
setKey(e, true);
});
window.addEventListener('blur', function() {
pressedKeys = {};
});
document.addEventListener("keyup", function (e) {
setKey(e, false);
});
window.input = {
isDown: function(key) {
return pressedKeys[key.toUpperCase()];
},
reset: function() {
pressedKeys['RUN'] = false;
pressedKeys['LEFT'] = false;
pressedKeys['RIGHT'] = false;
pressedKeys['DOWN'] = false;
pressedKeys['JUMP'] = false;
}
};
window.addEventListener("blur", function () {
pressedKeys = {};
});
window.input = {
isDown: function (key) {
return pressedKeys[key.toUpperCase()];
},
reset: function () {
pressedKeys["RUN"] = false;
pressedKeys["LEFT"] = false;
pressedKeys["RIGHT"] = false;
pressedKeys["DOWN"] = false;
pressedKeys["JUMP"] = false;
},
};
})();

View File

@@ -1,8 +1,7 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Koopa = Mario.Koopa = function(pos, sprite, para) {
var Koopa = (Mario.Koopa = function (pos, sprite, para) {
this.dying = false;
this.shell = false;
@@ -14,33 +13,34 @@
Mario.Entity.call(this, {
pos: pos,
sprite: sprite,
hitbox: [2,8,12,24]
hitbox: [2, 8, 12, 24],
});
this.vel[0] = -0.5;
this.idx = level.enemies.length;
};
});
Koopa.prototype.render = function(ctx, vX, vY) {
Koopa.prototype.render = function (ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
};
Koopa.prototype.update = function(dt, vX) {
Koopa.prototype.update = function (dt, vX) {
if (this.turn) {
this.vel[0] = -this.vel[0];
if (this.shell) sounds.bump.play();
this.turn = false;
}
if (this.vel[0] != 0) {
this.left = (this.vel[0] < 0);
this.left = this.vel[0] < 0;
}
if (this.left) {
this.sprite.img = 'sprites/enemy.png';
this.sprite.img = "sprites/enemy.png";
} else {
this.sprite.img = 'sprites/enemyr.png';
this.sprite.img = "sprites/enemyr.png";
}
if (this.pos[0] - vX > 336) { //if we're too far away, do nothing.
if (this.pos[0] - vX > 336) {
//if we're too far away, do nothing.
return;
} else if (this.pos[0] - vX < -32) {
delete level.enemies[this.idx];
@@ -61,9 +61,9 @@
}
if (this.shell == 0) {
this.sprite = level.koopaSprite();
this.hitbox = [2,8,12,24]
this.hitbox = [2, 8, 12, 24];
if (this.left) {
this.sprite.img = 'sprites/enemyr.png';
this.sprite.img = "sprites/enemyr.png";
this.vel[0] = 0.5;
this.left = false;
} else {
@@ -85,13 +85,13 @@
this.sprite.update(dt);
};
Koopa.prototype.collideWall = function() {
Koopa.prototype.collideWall = function () {
//This stops us from flipping twice on the same frame if we collide
//with multiple wall tiles simultaneously.
this.turn = true;
};
Koopa.prototype.checkCollisions = function() {
Koopa.prototype.checkCollisions = function () {
var h = this.shell ? 1 : 2;
if (this.pos[1] % 16 !== 0) {
h += 1;
@@ -121,10 +121,12 @@
}
}
var that = this;
level.enemies.forEach(function(enemy){
if (enemy === that) { //don't check collisions with ourselves.
level.enemies.forEach(function (enemy) {
if (enemy === that) {
//don't check collisions with ourselves.
return;
} else if (enemy.pos[0] - vX > 336){ //stop checking once we get to far away dudes.
} else if (enemy.pos[0] - vX > 336) {
//stop checking once we get to far away dudes.
return;
} else {
that.isCollideWith(enemy);
@@ -133,7 +135,7 @@
this.isCollideWith(player);
};
Koopa.prototype.isCollideWith = function(ent) {
Koopa.prototype.isCollideWith = function (ent) {
if (ent instanceof Mario.Player && (this.dying || ent.invincibility)) {
return;
}
@@ -143,8 +145,18 @@
var hpos2 = [ent.pos[0] + ent.hitbox[0], ent.pos[1] + ent.hitbox[1]];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + ent.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + ent.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
if (ent instanceof Mario.Player) {
if (ent.vel[1] > 0) {
player.bounce = true;
@@ -152,7 +164,8 @@
if (this.shell) {
sounds.kick.play();
if (this.vel[0] === 0) {
if (ent.left) { //I'm pretty sure this isn't the real logic.
if (ent.left) {
//I'm pretty sure this isn't the real logic.
this.vel[0] = -4;
} else {
this.vel[0] = 4;
@@ -162,13 +175,15 @@
this.vel[0] = 0;
} else ent.damage();
}
} else if (ent.vel[1] > 0) { //then we get BOPPED.
} else if (ent.vel[1] > 0) {
//then we get BOPPED.
this.stomp();
} else { //or the player gets hit
} else {
//or the player gets hit
ent.damage();
}
} else {
if (this.shell && (ent instanceof Mario.Goomba)) {
if (this.shell && ent instanceof Mario.Goomba) {
ent.bump();
} else this.collideWall();
}
@@ -176,7 +191,7 @@
}
};
Koopa.prototype.stomp = function() {
Koopa.prototype.stomp = function () {
//Turn this thing into a shell if it isn't already. Kick it if it is.
player.bounce = true;
if (this.para) {
@@ -187,22 +202,21 @@
this.shell = 360;
this.sprite.pos[0] += 64;
this.sprite.pos[1] += 16;
this.sprite.size = [16,16];
this.hitbox = [2,0,12,16];
this.sprite.size = [16, 16];
this.hitbox = [2, 0, 12, 16];
this.sprite.speed = 0;
this.frames = [0,1];
this.vel = [0,0];
this.frames = [0, 1];
this.vel = [0, 0];
this.pos[1] += 16;
}
};
Koopa.prototype.bump = function() {
Koopa.prototype.bump = function () {
sounds.kick.play();
if (this.flipping) return;
this.flipping = true;
this.sprite.pos = [160, 0];
this.sprite.size = [16,16];
this.sprite.size = [16, 16];
this.hitbox = [2, 0, 12, 16];
this.sprite.speed = 0;
this.vel[0] = 0;

View File

@@ -1,117 +1,208 @@
var oneone = Mario.oneone = function() {
var oneone = (Mario.oneone = function () {
//The things that need to be passed in are basically just dependent on what
//tileset we're in, so it makes more sense to just make one variable for that, so
//TODO: put as much of this in the Level object definition as possible.
level = new Mario.Level({
playerPos: [56,192],
playerPos: [56, 192],
loader: Mario.oneone,
background: "#7974FF",
scrolling: true,
invincibility: [144, 192, 240],
exit: 204,
floorSprite: new Mario.Sprite('sprites/tiles.png', [0,0],[16,16],0),
cloudSprite: new Mario.Sprite('sprites/tiles.png', [0,320],[48,32],0),
wallSprite: new Mario.Sprite('sprites/tiles.png', [0, 16],[16,16],0),
brickSprite: new Mario.Sprite('sprites/tiles.png', [16, 0], [16,16], 0),
brickBounceSprite: new Mario.Sprite('sprites/tiles.png',[32,0],[16,16],0),
floorSprite: new Mario.Sprite("sprites/tiles.png", [0, 0], [16, 16], 0),
cloudSprite: new Mario.Sprite("sprites/tiles.png", [0, 320], [48, 32], 0),
wallSprite: new Mario.Sprite("sprites/tiles.png", [0, 16], [16, 16], 0),
brickSprite: new Mario.Sprite("sprites/tiles.png", [16, 0], [16, 16], 0),
brickBounceSprite: new Mario.Sprite(
"sprites/tiles.png",
[32, 0],
[16, 16],
0,
),
rubbleSprite: function () {
return new Mario.Sprite('sprites/items.png', [64,0], [8,8], 3, [0,1])
return new Mario.Sprite("sprites/items.png", [64, 0], [8, 8], 3, [0, 1]);
},
ublockSprite: new Mario.Sprite('sprites/tiles.png', [48, 0], [16,16],0),
superShroomSprite: new Mario.Sprite('sprites/items.png', [0,0], [16,16], 0),
fireFlowerSprite: new Mario.Sprite('sprites/items.png', [0,32], [16,16], 20, [0,1,2,3]),
starSprite: new Mario.Sprite('sprites/items.png', [0,48], [16,16], 20, [0,1,2,3]),
pipeLEndSprite: new Mario.Sprite('sprites/tiles.png', [0, 128], [16,16], 0),
pipeREndSprite: new Mario.Sprite('sprites/tiles.png', [16, 128], [16,16], 0),
pipeLMidSprite: new Mario.Sprite('sprites/tiles.png', [0, 144], [16,16], 0),
pipeRMidSprite: new Mario.Sprite('sprites/tiles.png', [16, 144], [16,16], 0),
ublockSprite: new Mario.Sprite("sprites/tiles.png", [48, 0], [16, 16], 0),
superShroomSprite: new Mario.Sprite(
"sprites/items.png",
[0, 0],
[16, 16],
0,
),
fireFlowerSprite: new Mario.Sprite(
"sprites/items.png",
[0, 32],
[16, 16],
20,
[0, 1, 2, 3],
),
starSprite: new Mario.Sprite(
"sprites/items.png",
[0, 48],
[16, 16],
20,
[0, 1, 2, 3],
),
pipeLEndSprite: new Mario.Sprite(
"sprites/tiles.png",
[0, 128],
[16, 16],
0,
),
pipeREndSprite: new Mario.Sprite(
"sprites/tiles.png",
[16, 128],
[16, 16],
0,
),
pipeLMidSprite: new Mario.Sprite(
"sprites/tiles.png",
[0, 144],
[16, 16],
0,
),
pipeRMidSprite: new Mario.Sprite(
"sprites/tiles.png",
[16, 144],
[16, 16],
0,
),
pipeUpMid: new Mario.Sprite('sprites/tiles.png', [0, 144], [32,16], 0),
pipeSideMid: new Mario.Sprite('sprites/tiles.png', [48, 128], [16,32], 0),
pipeLeft: new Mario.Sprite('sprites/tiles.png', [32, 128], [16,32], 0),
pipeTop: new Mario.Sprite('sprites/tiles.png', [0, 128], [32,16], 0),
qblockSprite: new Mario.Sprite('sprites/tiles.png', [384, 0], [16,16], 8, [0,0,0,0,1,2,1]),
bcoinSprite: function() {
return new Mario.Sprite('sprites/items.png', [0,112],[16,16], 20,[0,1,2,3]);
pipeUpMid: new Mario.Sprite("sprites/tiles.png", [0, 144], [32, 16], 0),
pipeSideMid: new Mario.Sprite("sprites/tiles.png", [48, 128], [16, 32], 0),
pipeLeft: new Mario.Sprite("sprites/tiles.png", [32, 128], [16, 32], 0),
pipeTop: new Mario.Sprite("sprites/tiles.png", [0, 128], [32, 16], 0),
qblockSprite: new Mario.Sprite(
"sprites/tiles.png",
[384, 0],
[16, 16],
8,
[0, 0, 0, 0, 1, 2, 1],
),
bcoinSprite: function () {
return new Mario.Sprite(
"sprites/items.png",
[0, 112],
[16, 16],
20,
[0, 1, 2, 3],
);
},
cloudSprites:[
new Mario.Sprite('sprites/tiles.png', [0,320],[16,32],0),
new Mario.Sprite('sprites/tiles.png', [16,320],[16,32],0),
new Mario.Sprite('sprites/tiles.png', [32,320],[16,32],0)
cloudSprites: [
new Mario.Sprite("sprites/tiles.png", [0, 320], [16, 32], 0),
new Mario.Sprite("sprites/tiles.png", [16, 320], [16, 32], 0),
new Mario.Sprite("sprites/tiles.png", [32, 320], [16, 32], 0),
],
hillSprites: [
new Mario.Sprite('sprites/tiles.png', [128,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [144,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [160,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [128,144],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [144,144],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [160,144],[16,16],0)
new Mario.Sprite("sprites/tiles.png", [128, 128], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [144, 128], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [160, 128], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [128, 144], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [144, 144], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [160, 144], [16, 16], 0),
],
bushSprite: new Mario.Sprite('sprites/tiles.png', [176, 144], [48, 16], 0),
bushSprite: new Mario.Sprite("sprites/tiles.png", [176, 144], [48, 16], 0),
bushSprites: [
new Mario.Sprite('sprites/tiles.png', [176,144], [16,16],0),
new Mario.Sprite('sprites/tiles.png', [192,144], [16,16],0),
new Mario.Sprite('sprites/tiles.png', [208,144], [16,16],0)],
goombaSprite: function() {
return new Mario.Sprite('sprites/enemy.png', [0, 16], [16,16], 3, [0,1]);
},
koopaSprite: function() {
return new Mario.Sprite('sprites/enemy.png', [96,0], [16,32], 2, [0,1]);
},
flagPoleSprites: [
new Mario.Sprite('sprites/tiles.png', [256, 128], [16,16], 0),
new Mario.Sprite('sprites/tiles.png', [256, 144], [16,16], 0),
new Mario.Sprite('sprites/items.png', [128, 32], [16,16], 0)
]
});
ground = [[0,69],[71,86],[89,153],[155,212]];
new Mario.Sprite("sprites/tiles.png", [176, 144], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [192, 144], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [208, 144], [16, 16], 0),
],
goombaSprite: function () {
return new Mario.Sprite(
"sprites/enemy.png",
[0, 16],
[16, 16],
3,
[0, 1],
);
},
koopaSprite: function () {
return new Mario.Sprite(
"sprites/enemy.png",
[96, 0],
[16, 32],
2,
[0, 1],
);
},
flagPoleSprites: [
new Mario.Sprite("sprites/tiles.png", [256, 128], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [256, 144], [16, 16], 0),
new Mario.Sprite("sprites/items.png", [128, 32], [16, 16], 0),
],
});
ground = [
[0, 69],
[71, 86],
[89, 153],
[155, 212],
];
player.pos[0] = level.playerPos[0];
player.pos[1] = level.playerPos[1];
vX = 0;
//build THE GROUND
ground.forEach(function(loc) {
level.putFloor(loc[0],loc[1]);
ground.forEach(function (loc) {
level.putFloor(loc[0], loc[1]);
});
//build scenery
clouds = [[7,3],[19, 2],[56, 3],[67, 2],[87, 2],[103, 2],[152, 3],[163, 2],[200, 3]];
clouds.forEach(function(cloud){
level.putCloud(cloud[0],cloud[1]);
clouds = [
[7, 3],
[19, 2],
[56, 3],
[67, 2],
[87, 2],
[103, 2],
[152, 3],
[163, 2],
[200, 3],
];
clouds.forEach(function (cloud) {
level.putCloud(cloud[0], cloud[1]);
});
twoClouds = [[36,2],[132,2],[180,2]];
twoClouds.forEach(function(cloud){
level.putTwoCloud(cloud[0],cloud[1]);
twoClouds = [
[36, 2],
[132, 2],
[180, 2],
];
twoClouds.forEach(function (cloud) {
level.putTwoCloud(cloud[0], cloud[1]);
});
threeClouds = [[27,3],[75,3],[123,3],[171,3]];
threeClouds.forEach(function(cloud){
level.putThreeCloud(cloud[0],cloud[1]);
threeClouds = [
[27, 3],
[75, 3],
[123, 3],
[171, 3],
];
threeClouds.forEach(function (cloud) {
level.putThreeCloud(cloud[0], cloud[1]);
});
bHills = [0,48,96,144,192]
bHills.forEach(function(hill) {
bHills = [0, 48, 96, 144, 192];
bHills.forEach(function (hill) {
level.putBigHill(hill, 12);
});
sHills = [16,64,111,160];
sHills.forEach(function(hill) {
sHills = [16, 64, 111, 160];
sHills.forEach(function (hill) {
level.putSmallHill(hill, 12);
});
bushes = [23,71,118,167];
bushes.forEach(function(bush) {
bushes = [23, 71, 118, 167];
bushes.forEach(function (bush) {
level.putBush(bush, 12);
});
twoBushes = [41,89,137];
twoBushes.forEach(function(bush) {
twoBushes = [41, 89, 137];
twoBushes.forEach(function (bush) {
level.putTwoBush(bush, 12);
});
threeBushes = [11,59,106];
threeBushes.forEach(function(bush) {
threeBushes = [11, 59, 106];
threeBushes.forEach(function (bush) {
level.putThreeBush(bush, 12);
});
@@ -216,4 +307,4 @@ var oneone = Mario.oneone = function() {
music.underground.pause();
// music.overworld.currentTime = 0;
music.overworld.play();
};
});

View File

@@ -1,65 +1,113 @@
var oneonetunnel = Mario.oneonetunnel = function() {
var oneonetunnel = (Mario.oneonetunnel = function () {
level = new Mario.Level({
playerPos: [40,16],
playerPos: [40, 16],
loader: Mario.oneonetunnel,
background: "#000000",
scrolling: false,
coinSprite: function() {
return new Mario.Sprite('sprites/items.png', [0,96],[16,16], 6,[0,0,0,0,1,2,1]);
coinSprite: function () {
return new Mario.Sprite(
"sprites/items.png",
[0, 96],
[16, 16],
6,
[0, 0, 0, 0, 1, 2, 1],
);
},
floorSprite: new Mario.Sprite('sprites/tiles.png', [0,32],[16,16],0),
wallSprite: new Mario.Sprite('sprites/tiles.png', [32, 32],[16,16],0),
brickSprite: new Mario.Sprite('sprites/tiles.png', [16, 0], [16,16], 0),
brickBounceSprite: new Mario.Sprite('sprites/tiles.png',[32,0],[16,16],0),
ublockSprite: new Mario.Sprite('sprites/tiles.png', [48, 0], [16,16],0),
pipeLMidSprite: new Mario.Sprite('sprites/tiles.png', [0, 144], [16,16], 0),
pipeRMidSprite: new Mario.Sprite('sprites/tiles.png', [16, 144], [16,16], 0),
pipeLEndSprite: new Mario.Sprite('sprites/tiles.png', [0, 128], [16,16], 0),
pipeREndSprite: new Mario.Sprite('sprites/tiles.png', [16, 128], [16,16], 0),
pipeUpMid: new Mario.Sprite('sprites/tiles.png', [0, 144], [32,16], 0),
pipeSideMid: new Mario.Sprite('sprites/tiles.png', [48, 128], [16,32], 0),
pipeLeft: new Mario.Sprite('sprites/tiles.png', [32, 128], [16,32], 0),
pipeTop: new Mario.Sprite('sprites/tiles.png', [0, 128], [32,16], 0),
LPipeSprites:[
new Mario.Sprite('sprites/tiles.png', [32,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [32,144],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [48,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [48,144],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [64,128],[16,16],0),
new Mario.Sprite('sprites/tiles.png', [64,144],[16,16],0),
]
floorSprite: new Mario.Sprite("sprites/tiles.png", [0, 32], [16, 16], 0),
wallSprite: new Mario.Sprite("sprites/tiles.png", [32, 32], [16, 16], 0),
brickSprite: new Mario.Sprite("sprites/tiles.png", [16, 0], [16, 16], 0),
brickBounceSprite: new Mario.Sprite(
"sprites/tiles.png",
[32, 0],
[16, 16],
0,
),
ublockSprite: new Mario.Sprite("sprites/tiles.png", [48, 0], [16, 16], 0),
pipeLMidSprite: new Mario.Sprite(
"sprites/tiles.png",
[0, 144],
[16, 16],
0,
),
pipeRMidSprite: new Mario.Sprite(
"sprites/tiles.png",
[16, 144],
[16, 16],
0,
),
pipeLEndSprite: new Mario.Sprite(
"sprites/tiles.png",
[0, 128],
[16, 16],
0,
),
pipeREndSprite: new Mario.Sprite(
"sprites/tiles.png",
[16, 128],
[16, 16],
0,
),
pipeUpMid: new Mario.Sprite("sprites/tiles.png", [0, 144], [32, 16], 0),
pipeSideMid: new Mario.Sprite("sprites/tiles.png", [48, 128], [16, 32], 0),
pipeLeft: new Mario.Sprite("sprites/tiles.png", [32, 128], [16, 32], 0),
pipeTop: new Mario.Sprite("sprites/tiles.png", [0, 128], [32, 16], 0),
LPipeSprites: [
new Mario.Sprite("sprites/tiles.png", [32, 128], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [32, 144], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [48, 128], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [48, 144], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [64, 128], [16, 16], 0),
new Mario.Sprite("sprites/tiles.png", [64, 144], [16, 16], 0),
],
});
player.pos[0] = level.playerPos[0];
player.pos[1] = level.playerPos[1];
vX = 0;
level.putFloor(0,16);
level.putWall(0,13,11);
walls = [4,5,6,7,8,9,10];
walls.forEach(function(loc){
level.putWall(loc,13,3);
level.putWall(loc,3,1);
level.putFloor(0, 16);
level.putWall(0, 13, 11);
walls = [4, 5, 6, 7, 8, 9, 10];
walls.forEach(function (loc) {
level.putWall(loc, 13, 3);
level.putWall(loc, 3, 1);
});
coins = [[5,5], [6,5], [7,5], [8,5], [9,5],
[4,7], [5,7], [6,7], [7,7], [8,7], [9,7], [10,7],
[4,9], [5,9], [6,9], [7,9], [8,9], [9,9], [10,9]];
coins.forEach(function(pos){
level.putCoin(pos[0],pos[1]);
coins = [
[5, 5],
[6, 5],
[7, 5],
[8, 5],
[9, 5],
[4, 7],
[5, 7],
[6, 7],
[7, 7],
[8, 7],
[9, 7],
[10, 7],
[4, 9],
[5, 9],
[6, 9],
[7, 9],
[8, 9],
[9, 9],
[10, 9],
];
coins.forEach(function (pos) {
level.putCoin(pos[0], pos[1]);
});
//level.putLeftPipe(13,11);
level.putRealPipe(13,11,3,"RIGHT", function() {
level.putRealPipe(13, 11, 3, "RIGHT", function () {
Mario.oneone.call();
player.pos = [2616, 177]
player.pipe("UP", function() {;});
player.pos = [2616, 177];
player.pipe("UP", function () {});
});
level.putPipe(15,13,13);
level.putPipe(15, 13, 13);
music.overworld.pause();
music.underground.currentTime = 0;
music.underground.play();
};
});

View File

@@ -1,5 +1,5 @@
(function() {
var Level = Mario.Level = function(options) {
(function () {
var Level = (Mario.Level = function (options) {
this.playerPos = options.playerPos;
this.scrolling = options.scrolling;
this.loader = options.loader;
@@ -55,164 +55,241 @@
this.scenery[i] = [];
this.blocks[i] = [];
}
});
};
Level.prototype.putFloor = function(start, end) {
Level.prototype.putFloor = function (start, end) {
for (var i = start; i < end; i++) {
this.statics[13][i] = new Mario.Floor([16*i,208], this.floorSprite);
this.statics[14][i] = new Mario.Floor([16*i,224], this.floorSprite);
this.statics[13][i] = new Mario.Floor([16 * i, 208], this.floorSprite);
this.statics[14][i] = new Mario.Floor([16 * i, 224], this.floorSprite);
}
};
Level.prototype.putGoomba = function(x, y) {
this.enemies.push(new Mario.Goomba([16*x, 16*y], this.goombaSprite() ));
Level.prototype.putGoomba = function (x, y) {
this.enemies.push(new Mario.Goomba([16 * x, 16 * y], this.goombaSprite()));
};
Level.prototype.putKoopa = function(x, y) {
this.enemies.push(new Mario.Koopa([16*x, 16*y], this.koopaSprite(), false));
Level.prototype.putKoopa = function (x, y) {
this.enemies.push(
new Mario.Koopa([16 * x, 16 * y], this.koopaSprite(), false),
);
};
Level.prototype.putWall = function(x, y, height) {
Level.prototype.putWall = function (x, y, height) {
//y is the bottom of the wall in this case.
for (var i = y-height; i < y; i++) {
this.statics[i][x] = new Mario.Floor([16*x, 16*i], this.wallSprite);
for (var i = y - height; i < y; i++) {
this.statics[i][x] = new Mario.Floor([16 * x, 16 * i], this.wallSprite);
}
};
Level.prototype.putPipe = function(x, y, height) {
Level.prototype.putPipe = function (x, y, height) {
for (var i = y - height; i < y; i++) {
if (i === y - height) {
this.statics[i][x] = new Mario.Floor([16*x, 16*i], this.pipeLEndSprite);
this.statics[i][x+1] = new Mario.Floor([16*x+16, 16*i], this.pipeREndSprite);
this.statics[i][x] = new Mario.Floor(
[16 * x, 16 * i],
this.pipeLEndSprite,
);
this.statics[i][x + 1] = new Mario.Floor(
[16 * x + 16, 16 * i],
this.pipeREndSprite,
);
} else {
this.statics[i][x] = new Mario.Floor([16*x, 16*i], this.pipeLMidSprite);
this.statics[i][x+1] = new Mario.Floor([16*x+16, 16*i], this.pipeRMidSprite);
this.statics[i][x] = new Mario.Floor(
[16 * x, 16 * i],
this.pipeLMidSprite,
);
this.statics[i][x + 1] = new Mario.Floor(
[16 * x + 16, 16 * i],
this.pipeRMidSprite,
);
}
}
};
//sometimes, pipes don't go straight up and down.
Level.prototype.putLeftPipe = function(x,y) {
this.statics[y][x] = new Mario.Floor([16*x, 16*y], this.LPipeSprites[0]);
this.statics[y+1][x] = new Mario.Floor([16*x,16*(y+1)], this.LPipeSprites[1]);
this.statics[y][x+1] = new Mario.Floor([16*(x+1),16*y], this.LPipeSprites[2]);
this.statics[y+1][x+1] = new Mario.Floor([16*(x+1),16*(y+1)], this.LPipeSprites[3]);
this.statics[y][x+2] = new Mario.Floor([16*(x+2),16*y], this.LPipeSprites[4]);
this.statics[y+1][x+2] = new Mario.Floor([16*(x+2),16*(y+1)], this.LPipeSprites[5]);
Level.prototype.putLeftPipe = function (x, y) {
this.statics[y][x] = new Mario.Floor(
[16 * x, 16 * y],
this.LPipeSprites[0],
);
this.statics[y + 1][x] = new Mario.Floor(
[16 * x, 16 * (y + 1)],
this.LPipeSprites[1],
);
this.statics[y][x + 1] = new Mario.Floor(
[16 * (x + 1), 16 * y],
this.LPipeSprites[2],
);
this.statics[y + 1][x + 1] = new Mario.Floor(
[16 * (x + 1), 16 * (y + 1)],
this.LPipeSprites[3],
);
this.statics[y][x + 2] = new Mario.Floor(
[16 * (x + 2), 16 * y],
this.LPipeSprites[4],
);
this.statics[y + 1][x + 2] = new Mario.Floor(
[16 * (x + 2), 16 * (y + 1)],
this.LPipeSprites[5],
);
};
Level.prototype.putCoin = function(x, y) {
this.items.push(new Mario.Coin(
[x*16, y*16],
this.coinSprite()
));
Level.prototype.putCoin = function (x, y) {
this.items.push(new Mario.Coin([x * 16, y * 16], this.coinSprite()));
};
Level.prototype.putCloud = function(x, y) {
this.scenery[y][x] = new Mario.Prop([x*16, y*16], this.cloudSprite);
Level.prototype.putCloud = function (x, y) {
this.scenery[y][x] = new Mario.Prop([x * 16, y * 16], this.cloudSprite);
};
Level.prototype.putQBlock = function(x, y, item) {
this.blocks[y][x] = new Mario.Block( {
pos: [x*16, y*16],
Level.prototype.putQBlock = function (x, y, item) {
this.blocks[y][x] = new Mario.Block({
pos: [x * 16, y * 16],
item: item,
sprite: this.qblockSprite,
usedSprite: this.ublockSprite
usedSprite: this.ublockSprite,
});
};
Level.prototype.putBrick = function(x,y,item) {
Level.prototype.putBrick = function (x, y, item) {
this.blocks[y][x] = new Mario.Block({
pos: [x*16, y*16],
pos: [x * 16, y * 16],
item: item,
sprite: this.brickSprite,
bounceSprite: this.brickBounceSprite,
usedSprite: this.ublockSprite,
breakable: !item
breakable: !item,
});
};
Level.prototype.putBigHill = function(x, y) {
var px = x*16, py = y*16;
Level.prototype.putBigHill = function (x, y) {
var px = x * 16,
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.hillSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.hillSprites[3]);
this.scenery[y-1][x+1] = new Mario.Prop([px+16, py-16], this.hillSprites[0]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.hillSprites[4]);
this.scenery[y-1][x+2] = new Mario.Prop([px+32, py-16], this.hillSprites[3]);
this.scenery[y-2][x+2] = new Mario.Prop([px+32, py-32], this.hillSprites[1]);
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.hillSprites[5]);
this.scenery[y-1][x+3] = new Mario.Prop([px+48, py-16], this.hillSprites[2]);
this.scenery[y][x+4] = new Mario.Prop([px+64, py], this.hillSprites[2]);
this.scenery[y][x + 1] = new Mario.Prop([px + 16, py], this.hillSprites[3]);
this.scenery[y - 1][x + 1] = new Mario.Prop(
[px + 16, py - 16],
this.hillSprites[0],
);
this.scenery[y][x + 2] = new Mario.Prop([px + 32, py], this.hillSprites[4]);
this.scenery[y - 1][x + 2] = new Mario.Prop(
[px + 32, py - 16],
this.hillSprites[3],
);
this.scenery[y - 2][x + 2] = new Mario.Prop(
[px + 32, py - 32],
this.hillSprites[1],
);
this.scenery[y][x + 3] = new Mario.Prop([px + 48, py], this.hillSprites[5]);
this.scenery[y - 1][x + 3] = new Mario.Prop(
[px + 48, py - 16],
this.hillSprites[2],
);
this.scenery[y][x + 4] = new Mario.Prop([px + 64, py], this.hillSprites[2]);
};
Level.prototype.putBush = function(x, y) {
this.scenery[y][x] = new Mario.Prop([x*16, y*16], this.bushSprite);
Level.prototype.putBush = function (x, y) {
this.scenery[y][x] = new Mario.Prop([x * 16, y * 16], this.bushSprite);
};
Level.prototype.putThreeBush = function(x,y) {
px = x*16;
py = y*16;
Level.prototype.putThreeBush = function (x, y) {
px = x * 16;
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.bushSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.bushSprites[1]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.bushSprites[1]);
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.bushSprites[1]);
this.scenery[y][x+4] = new Mario.Prop([px+64, py], this.bushSprites[2]);
this.scenery[y][x + 1] = new Mario.Prop([px + 16, py], this.bushSprites[1]);
this.scenery[y][x + 2] = new Mario.Prop([px + 32, py], this.bushSprites[1]);
this.scenery[y][x + 3] = new Mario.Prop([px + 48, py], this.bushSprites[1]);
this.scenery[y][x + 4] = new Mario.Prop([px + 64, py], this.bushSprites[2]);
};
Level.prototype.putTwoBush = function(x,y) {
px = x*16;
py = y*16;
Level.prototype.putTwoBush = function (x, y) {
px = x * 16;
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.bushSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.bushSprites[1]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.bushSprites[1]);
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.bushSprites[2]);
this.scenery[y][x + 1] = new Mario.Prop([px + 16, py], this.bushSprites[1]);
this.scenery[y][x + 2] = new Mario.Prop([px + 32, py], this.bushSprites[1]);
this.scenery[y][x + 3] = new Mario.Prop([px + 48, py], this.bushSprites[2]);
};
Level.prototype.putSmallHill = function(x, y) {
var px = x*16, py = y*16;
Level.prototype.putSmallHill = function (x, y) {
var px = x * 16,
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.hillSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.hillSprites[3]);
this.scenery[y-1][x+1] = new Mario.Prop([px+16, py-16], this.hillSprites[1]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.hillSprites[2]);
this.scenery[y][x + 1] = new Mario.Prop([px + 16, py], this.hillSprites[3]);
this.scenery[y - 1][x + 1] = new Mario.Prop(
[px + 16, py - 16],
this.hillSprites[1],
);
this.scenery[y][x + 2] = new Mario.Prop([px + 32, py], this.hillSprites[2]);
};
Level.prototype.putTwoCloud = function(x,y) {
px = x*16;
py = y*16;
Level.prototype.putTwoCloud = function (x, y) {
px = x * 16;
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.cloudSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.cloudSprites[1]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.cloudSprites[1]);
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.cloudSprites[2]);
this.scenery[y][x + 1] = new Mario.Prop(
[px + 16, py],
this.cloudSprites[1],
);
this.scenery[y][x + 2] = new Mario.Prop(
[px + 32, py],
this.cloudSprites[1],
);
this.scenery[y][x + 3] = new Mario.Prop(
[px + 48, py],
this.cloudSprites[2],
);
};
Level.prototype.putThreeCloud = function(x,y) {
px = x*16;
py = y*16;
Level.prototype.putThreeCloud = function (x, y) {
px = x * 16;
py = y * 16;
this.scenery[y][x] = new Mario.Prop([px, py], this.cloudSprites[0]);
this.scenery[y][x+1] = new Mario.Prop([px+16, py], this.cloudSprites[1]);
this.scenery[y][x+2] = new Mario.Prop([px+32, py], this.cloudSprites[1]);
this.scenery[y][x+3] = new Mario.Prop([px+48, py], this.cloudSprites[1]);
this.scenery[y][x+4] = new Mario.Prop([px+64, py], this.cloudSprites[2]);
this.scenery[y][x + 1] = new Mario.Prop(
[px + 16, py],
this.cloudSprites[1],
);
this.scenery[y][x + 2] = new Mario.Prop(
[px + 32, py],
this.cloudSprites[1],
);
this.scenery[y][x + 3] = new Mario.Prop(
[px + 48, py],
this.cloudSprites[1],
);
this.scenery[y][x + 4] = new Mario.Prop(
[px + 64, py],
this.cloudSprites[2],
);
};
Level.prototype.putRealPipe = function(x, y, length, direction, destination) {
px = x*16;
py = y*16;
this.pipes.push(new Mario.Pipe({
pos: [px, py],
length: length,
direction: direction,
destination: destination
}));
}
Level.prototype.putRealPipe = function (
x,
y,
length,
direction,
destination,
) {
px = x * 16;
py = y * 16;
this.pipes.push(
new Mario.Pipe({
pos: [px, py],
length: length,
direction: direction,
destination: destination,
}),
);
};
Level.prototype.putFlagpole = function(x) {
this.statics[12][x] = new Mario.Floor([16*x, 192], this.wallSprite);
for (i=3; i < 12; i++) {
this.scenery[i][x] = new Mario.Prop([16*x, 16*i], this.flagpoleSprites[1])
Level.prototype.putFlagpole = function (x) {
this.statics[12][x] = new Mario.Floor([16 * x, 192], this.wallSprite);
for (i = 3; i < 12; i++) {
this.scenery[i][x] = new Mario.Prop(
[16 * x, 16 * i],
this.flagpoleSprites[1],
);
}
this.scenery[2][x] = new Mario.Prop([16*x, 32], this.flagpoleSprites[0]);
this.items.push(new Mario.Flag(16*x));
}
this.scenery[2][x] = new Mario.Prop([16 * x, 32], this.flagpoleSprites[0]);
this.items.push(new Mario.Flag(16 * x));
};
})();

View File

@@ -1,29 +1,28 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Mushroom = Mario.Mushroom = function(pos) {
var Mushroom = (Mario.Mushroom = function (pos) {
this.spawning = false;
this.waiting = 0;
Mario.Entity.call(this, {
pos: pos,
sprite: level.superShroomSprite,
hitbox: [0,0,16,16]
hitbox: [0, 0, 16, 16],
});
}
});
Mario.Util.inherits(Mushroom, Mario.Entity);
Mushroom.prototype.render = function(ctx, vX, vY) {
Mushroom.prototype.render = function (ctx, vX, vY) {
if (this.spawning > 1) return;
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
};
Mushroom.prototype.spawn = function() {
Mushroom.prototype.spawn = function () {
if (player.power > 0) {
//replace this with a fire flower
var ff = new Mario.Fireflower(this.pos)
var ff = new Mario.Fireflower(this.pos);
ff.spawn();
return;
}
@@ -34,12 +33,12 @@
this.targetpos = [];
this.targetpos[0] = this.pos[0];
this.targetpos[1] = this.pos[1] - 16;
}
};
Mushroom.prototype.update = function(dt) {
Mushroom.prototype.update = function (dt) {
if (this.spawning > 1) {
this.spawning -= 1;
if (this.spawning == 1) this.vel[1] = -.5;
if (this.spawning == 1) this.vel[1] = -0.5;
return;
}
if (this.spawning) {
@@ -62,14 +61,14 @@
this.pos[1] += this.vel[1];
this.sprite.update(dt);
}
}
};
Mushroom.prototype.collideWall = function() {
Mushroom.prototype.collideWall = function () {
this.vel[0] = -this.vel[0];
}
};
Mushroom.prototype.checkCollisions = function() {
if(this.spawning) {
Mushroom.prototype.checkCollisions = function () {
if (this.spawning) {
return;
}
var h = this.pos[1] % 16 == 0 ? 1 : 2;
@@ -95,24 +94,36 @@
}
this.isPlayerCollided();
}
};
//we have access to player everywhere, so let's just do this.
Mushroom.prototype.isPlayerCollided = function() {
Mushroom.prototype.isPlayerCollided = function () {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [player.pos[0] + player.hitbox[0], player.pos[1] + player.hitbox[1]];
var hpos2 = [
player.pos[0] + player.hitbox[0],
player.pos[1] + player.hitbox[1],
];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+player.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+player.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + player.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + player.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
player.powerUp(this.idx);
}
}
}
};
Mushroom.prototype.bump = function() {
Mushroom.prototype.bump = function () {
this.vel[1] = -2;
}
};
})();

View File

@@ -1,97 +1,122 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
//there are too many possible configurations of pipe to capture in a reasonable
//set of simple variables. Joints, etc. are just too much.
//To that end, the pipe class handles simple pipes, and we'll put together
//anything more complex with individual props. OK? OK.
Pipe = Mario.Pipe = function(options) {
this.pos = options.pos
Pipe = Mario.Pipe = function (options) {
this.pos = options.pos;
//NOTE: direction is the direction you move INTO the pipe.
this.direction = options.direction
this.destination = options.destination
this.direction = options.direction;
this.destination = options.destination;
this.length = options.length;
if (this.direction === "UP" || this.direction === "DOWN") {
this.hitbox = [0,0, 32, this.length * 16];
this.hitbox = [0, 0, 32, this.length * 16];
this.midsection = level.pipeUpMid;
this.endsection = level.pipeTop;
} else {
this.hitbox = [0,0, 16*this.length, 32];
this.hitbox = [0, 0, 16 * this.length, 32];
this.midsection = level.pipeSideMid;
this.endsection = level.pipeLeft;
}
}
};
Pipe.prototype.checkPipe = function() {
Pipe.prototype.checkPipe = function () {
if (this.destination === undefined || !input.isDown(this.direction)) return;
var h = player.power===0 ? 16 : 32;
var h = player.power === 0 ? 16 : 32;
var x = Math.floor(player.pos[0]);
var y = Math.floor(player.pos[1]);
switch (this.direction) {
case 'RIGHT': if (x === this.pos[0]-16 &&
y >= this.pos[1] &&
y+h <= this.pos[1]+32) {
player.pipe(this.direction, this.destination)
}
case "RIGHT":
if (
x === this.pos[0] - 16 &&
y >= this.pos[1] &&
y + h <= this.pos[1] + 32
) {
player.pipe(this.direction, this.destination);
}
break;
case 'LEFT': if (x === this.pos[0]+16*this.length &&
y >= this.pos[1] &&
y+h <= this.pos[1]+32) {
player.pipe(this.direction, this.destination)
}
case "LEFT":
if (
x === this.pos[0] + 16 * this.length &&
y >= this.pos[1] &&
y + h <= this.pos[1] + 32
) {
player.pipe(this.direction, this.destination);
}
break;
case 'UP': if (y === this.pos[1] + 16*this.length &&
x >= this.pos[0] &&
x+16 <= this.pos[0]+32) {
player.pipe(this.direction, this.destination)
}
case "UP":
if (
y === this.pos[1] + 16 * this.length &&
x >= this.pos[0] &&
x + 16 <= this.pos[0] + 32
) {
player.pipe(this.direction, this.destination);
}
break;
case 'DOWN': if (y+h === this.pos[1] &&
x >= this.pos[0] &&
x+16 <= this.pos[0]+32) {
player.pipe(this.direction, this.destination);
}
case "DOWN":
if (
y + h === this.pos[1] &&
x >= this.pos[0] &&
x + 16 <= this.pos[0] + 32
) {
player.pipe(this.direction, this.destination);
}
break;
}
}
};
//Note to self: next time, decide on a convention for which thing checks for collisions
//and stick to it. This is a pain.
Pipe.prototype.checkCollisions = function() {
Pipe.prototype.checkCollisions = function () {
var that = this;
level.enemies.forEach (function(ent) {
level.enemies.forEach(function (ent) {
that.isCollideWith(ent);
});
level.items.forEach (function(ent) {
level.items.forEach(function (ent) {
that.isCollideWith(ent);
});
fireballs.forEach(function(ent){
that.isCollideWith(ent)
fireballs.forEach(function (ent) {
that.isCollideWith(ent);
});
if (!player.piping) this.isCollideWith(player);
}
};
Pipe.prototype.isCollideWith = function (ent) {
//long story short: because we scan every item, and and one 'rubble' item is four things with separate positions
//we'll crash without this line as soon as we destroy a block. OOPS.
if (ent.pos === undefined) return;
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [Math.floor(this.pos[0] + this.hitbox[0]), Math.floor(this.pos[1] + this.hitbox[1])];
var hpos2 = [Math.floor(ent.pos[0] + ent.hitbox[0]), Math.floor(ent.pos[1] + ent.hitbox[1])];
var hpos1 = [
Math.floor(this.pos[0] + this.hitbox[0]),
Math.floor(this.pos[1] + this.hitbox[1]),
];
var hpos2 = [
Math.floor(ent.pos[0] + ent.hitbox[0]),
Math.floor(ent.pos[1] + ent.hitbox[1]),
];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+ent.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+ent.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + ent.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + ent.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
//if the entity is over the block, it's basically floor
var center = hpos2[0] + ent.hitbox[2] / 2;
if (Math.abs(hpos2[1] + ent.hitbox[3] - hpos1[1]) <= ent.vel[1]) {
@@ -101,8 +126,11 @@
if (ent instanceof Mario.Player) {
ent.jumping = 0;
}
} else if (Math.abs(hpos2[1] - hpos1[1] - this.hitbox[3]) > ent.vel[1] &&
center + 2 >= hpos1[0] && center - 2 <= hpos1[0] + this.hitbox[2]) {
} else if (
Math.abs(hpos2[1] - hpos1[1] - this.hitbox[3]) > ent.vel[1] &&
center + 2 >= hpos1[0] &&
center - 2 <= hpos1[0] + this.hitbox[2]
) {
//ent is under the block.
ent.vel[1] = 0;
ent.pos[1] = hpos1[1] + this.hitbox[3];
@@ -115,46 +143,82 @@
}
}
}
}
};
//we COULD try to write some shenanigans so that the check gets put into the
//collision code, but there won't ever be more than a handful of pipes in a level
//so the performance hit of scanning all of them is miniscule.
Pipe.prototype.update = function(dt) {
Pipe.prototype.update = function (dt) {
if (this.destination) this.checkPipe();
}
};
//http://stackoverflow.com/questions/11227809/why-is-processing-a-sorted-array-faster-than-an-unsorted-array
//I honestly have no idea if javascript does this, but I feel like it makes sense
//stylistically to prefer branching outside of loops when possible as convention
//TODO: edit the spritesheet so UP and LEFT pipes aren't backwards.
Pipe.prototype.render = function(ctx, vX, vY) {
Pipe.prototype.render = function (ctx, vX, vY) {
switch (this.direction) {
case "DOWN":
this.endsection.render(ctx, this.pos[0], this.pos[1], vX, vY);
for (var i = 1; i < this.length; i++) {
this.midsection.render(ctx, this.pos[0], this.pos[1]+i*16, vX, vY)
this.midsection.render(
ctx,
this.pos[0],
this.pos[1] + i * 16,
vX,
vY,
);
}
break;
case "UP":
this.endsection.render(ctx, this.pos[0], this.pos[1]+16*(this.length-1), vX, vY)
for (var i=0; i < this.length - 1; i++) {
this.midsection.render(ctx, this.pos[0], this.pos[1]+i*16, vX, vY)
this.endsection.render(
ctx,
this.pos[0],
this.pos[1] + 16 * (this.length - 1),
vX,
vY,
);
for (var i = 0; i < this.length - 1; i++) {
this.midsection.render(
ctx,
this.pos[0],
this.pos[1] + i * 16,
vX,
vY,
);
}
break;
case "RIGHT":
this.endsection.render(ctx, this.pos[0], this.pos[1], vX, vY)
this.endsection.render(ctx, this.pos[0], this.pos[1], vX, vY);
for (var i = 1; i < this.length; i++) {
this.midsection.render(ctx, this.pos[0]+16*i, this.pos[1], vX, vY)
this.midsection.render(
ctx,
this.pos[0] + 16 * i,
this.pos[1],
vX,
vY,
);
}
break;
case "LEFT":
this.endsection.render(ctx, this.pos[0]+16*(this.length-1), this.pos[1], vX, vY)
for (var i = 0; i < this.legth-1; i++) {
this.midsection.render(ctx, this.pos[0], this.pos[1]+i*16, vX, vY)
this.endsection.render(
ctx,
this.pos[0] + 16 * (this.length - 1),
this.pos[1],
vX,
vY,
);
for (var i = 0; i < this.legth - 1; i++) {
this.midsection.render(
ctx,
this.pos[0],
this.pos[1] + i * 16,
vX,
vY,
);
}
break;
}
}
};
})();

View File

@@ -1,446 +1,498 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Player = Mario.Player = function(pos) {
//I know, I know, there are a lot of variables tracking Mario's state.
//Maybe these can be consolidated some way? We'll see once they're all in.
this.power = 0;
this.coins = 0;
this.powering = [];
this.bounce = false;
this.jumping = 0;
this.canJump = true;
this.invincibility = 0;
this.crouching = false;
this.fireballs = 0;
this.runheld = false;
this.noInput = false;
this.targetPos = [];
var Player = (Mario.Player = function (pos) {
//I know, I know, there are a lot of variables tracking Mario's state.
//Maybe these can be consolidated some way? We'll see once they're all in.
this.power = 0;
this.coins = 0;
this.powering = [];
this.bounce = false;
this.jumping = 0;
this.canJump = true;
this.invincibility = 0;
this.crouching = false;
this.fireballs = 0;
this.runheld = false;
this.noInput = false;
this.targetPos = [];
Mario.Entity.call(this, {
pos: pos,
sprite: new Mario.Sprite('sprites/player.png', [80,32],[16,16],0),
hitbox: [0,0,16,16]
});
};
Mario.Entity.call(this, {
pos: pos,
sprite: new Mario.Sprite("sprites/player.png", [80, 32], [16, 16], 0),
hitbox: [0, 0, 16, 16],
});
});
Mario.Util.inherits(Player, Mario.Entity);
Mario.Util.inherits(Player, Mario.Entity);
Player.prototype.run = function() {
this.maxSpeed = 2.5;
if (this.power == 2 && !this.runheld) {
this.shoot();
}
this.runheld = true;
}
Player.prototype.shoot = function() {
if (this.fireballs >= 2) return; //Projectile limit!
this.fireballs += 1;
var fb = new Mario.Fireball([this.pos[0]+8,this.pos[1]]); //I hate you, Javascript.
fb.spawn(this.left);
this.shooting = 2;
}
Player.prototype.noRun = function() {
this.maxSpeed = 1.5;
this.moveAcc = 0.07;
this.runheld = false;
}
Player.prototype.moveRight = function() {
//we're on the ground
if (this.vel[1] === 0 && this.standing) {
if (this.crouching) {
this.noWalk();
return;
}
this.acc[0] = this.moveAcc;
this.left = false;
} else {
this.acc[0] = this.moveAcc;
}
};
Player.prototype.moveLeft = function() {
if (this.vel[1] === 0 && this.standing) {
if (this.crouching) {
this.noWalk();
return;
}
this.acc[0] = -this.moveAcc;
this.left = true;
} else {
this.acc[0] = -this.moveAcc;
}
};
Player.prototype.noWalk = function() {
this.maxSpeed = 0;
if (this.vel[0] === 0) return;
if (Math.abs(this.vel[0]) <= 0.1) {
this.vel[0] = 0;
this.acc[0] = 0;
}
};
Player.prototype.crouch = function() {
if (this.power === 0) {
this.crouching = false;
return;
}
if (this.standing) this.crouching = true;
}
Player.prototype.noCrouch = function() {
this.crouching = false;
}
Player.prototype.jump = function() {
if (this.vel[1] > 0) {
return;
}
if (this.jumping) {
this.jumping -= 1;
} else if (this.standing && this.canJump) {
this.jumping = 20;
this.canJump = false;
this.standing = false;
this.vel[1] = -6;
if (this.power === 0) {
sounds.smallJump.currentTime = 0;
sounds.smallJump.play();
} else {
sounds.bigJump.currentTime = 0;
sounds.bigJump.play();
}
}
};
Player.prototype.noJump = function() {
this.canJump = true;
if (this.jumping) {
if (this.jumping <= 16) {
this.vel[1] = 0;
this.jumping = 0;
} else this.jumping -= 1;
}
};
Player.prototype.setAnimation = function() {
if (this.dying) return;
if (this.starTime) {
var index;
if (this.starTime > 60)
index = Math.floor(this.starTime / 2) % 3;
else index = Math.floor(this.starTime / 8) % 3;
this.sprite.pos[1] = level.invincibility[index];
if (this.power == 0) {
this.sprite.pos[1] += 32;
}
this.starTime -= 1;
if (this.starTime == 0) {
switch(this.power) {
case 0: this.sprite.pos[1] = 32; break;
case 1: this.sprite.pos[1] = 0; break;
case 2: this.sprite.pos[1] = 96; break;
}
}
}
//okay cool, now set the sprite
if (this.crouching) {
this.sprite.pos[0] = 176;
this.sprite.speed = 0;
return;
}
if (this.jumping) {
this.sprite.pos[0] = 160;
this.sprite.speed = 0;
} else if (this.standing) {
if (Math.abs(this.vel[0]) > 0) {
if (this.vel[0] * this.acc[0] >= 0) {
this.sprite.pos[0] = 96;
this.sprite.frames = [0,1,2];
if (this.vel[0] < 0.2) {
this.sprite.speed = 5;
} else {
this.sprite.speed = Math.abs(this.vel[0]) * 8;
}
} else if ((this.vel[0] > 0 && this.left) || (this.vel[0] < 0 && !this.left)){
this.sprite.pos[0] = 144;
this.sprite.speed = 0;
}
} else {
this.sprite.pos[0] = 80;
this.sprite.speed = 0;
}
if (this.shooting) {
this.sprite.pos[0] += 160;
this.shooting -= 1;
}
}
if (this.flagging) {
this.sprite.pos[0] = 192;
this.sprite.frames = [0,1];
this.sprite.speed = 10;
if (this.vel[1] === 0) this.sprite.frames = [0];
}
//which way are we facing?
if (this.left) {
this.sprite.img = 'sprites/playerl.png';
} else {
this.sprite.img = 'sprites/player.png';
}
Player.prototype.run = function () {
this.maxSpeed = 2.5;
if (this.power == 2 && !this.runheld) {
this.shoot();
}
this.runheld = true;
};
Player.prototype.update = function(dt, vX) {
if (this.powering.length !== 0) {
var next = this.powering.shift();
if (next == 5) return;
this.sprite.pos = this.powerSprites[next];
this.sprite.size = this.powerSizes[next];
this.pos[1] += this.shift[next];
if (this.powering.length === 0) {
delete level.items[this.touchedItem];
}
return;
}
Player.prototype.shoot = function () {
if (this.fireballs >= 2) return; //Projectile limit!
this.fireballs += 1;
var fb = new Mario.Fireball([this.pos[0] + 8, this.pos[1]]); //I hate you, Javascript.
fb.spawn(this.left);
this.shooting = 2;
};
if (this.invincibility) {
this.invincibility -= Math.round(dt * 60);
}
Player.prototype.noRun = function () {
this.maxSpeed = 1.5;
this.moveAcc = 0.07;
this.runheld = false;
};
if (this.waiting) {
this.waiting -= dt;
if (this.waiting <= 0) {
this.waiting = 0;
} else return;
}
Player.prototype.moveRight = function () {
//we're on the ground
if (this.vel[1] === 0 && this.standing) {
if (this.crouching) {
this.noWalk();
return;
}
this.acc[0] = this.moveAcc;
this.left = false;
} else {
this.acc[0] = this.moveAcc;
}
};
if (this.bounce) {
this.bounce = false;
this.standing = false;
this.vel[1] = -3;
}
Player.prototype.moveLeft = function () {
if (this.vel[1] === 0 && this.standing) {
if (this.crouching) {
this.noWalk();
return;
}
this.acc[0] = -this.moveAcc;
this.left = true;
} else {
this.acc[0] = -this.moveAcc;
}
};
if (this.pos[0] <= vX) {
this.pos[0] = vX;
this.vel[0] = Math.max(this.vel[0], 0);
}
Player.prototype.noWalk = function () {
this.maxSpeed = 0;
if (this.vel[0] === 0) return;
if (Math.abs(this.vel[0]) > this.maxSpeed) {
this.vel[0] -= 0.05 * this.vel[0] / Math.abs(this.vel[0]);
this.acc[0] = 0;
}
if (Math.abs(this.vel[0]) <= 0.1) {
this.vel[0] = 0;
this.acc[0] = 0;
}
};
if (this.dying){
if (this.pos[1] < this.targetPos[1]) {
this.vel[1] = 1;
}
this.dying -= 1 * dt;
if (this.dying <= 0) {
player = new Mario.Player(level.playerPos);
level.loader.call();
input.reset();
}
}
else {
this.acc[1] = 0.25
if (this.pos[1] > 240) {
this.die();
}
}
Player.prototype.crouch = function () {
if (this.power === 0) {
this.crouching = false;
return;
}
if (this.piping) {
this.acc = [0,0];
var pos = [Math.round(this.pos[0]), Math.round(this.pos[1])]
if (pos[0] === this.targetPos[0] && pos[1] === this.targetPos[1]) {
this.piping = false;
this.pipeLoc.call();
}
}
if (this.standing) this.crouching = true;
};
if (this.flagging) {
this.acc = [0,0];
}
Player.prototype.noCrouch = function () {
this.crouching = false;
};
if (this.exiting) {
this.left = false;
this.flagging = false;
this.vel[0] = 1.5;
if (this.pos[0] >= this.targetPos[0]) {
this.sprite.size = [0,0];
this.vel = [0,0];
window.setTimeout(function() {
player.sprite.size = player.power===0 ? [16,16] : [16,32];
player.exiting = false;
player.noInput = false;
level.loader();
if (player.power !== 0) player.pos[1] -= 16;
music.overworld.currentTime = 0;
}, 5000);
}
}
Player.prototype.jump = function () {
if (this.vel[1] > 0) {
return;
}
if (this.jumping) {
this.jumping -= 1;
} else if (this.standing && this.canJump) {
this.jumping = 20;
this.canJump = false;
this.standing = false;
this.vel[1] = -6;
if (this.power === 0) {
sounds.smallJump.currentTime = 0;
sounds.smallJump.play();
} else {
sounds.bigJump.currentTime = 0;
sounds.bigJump.play();
}
}
};
//approximate acceleration
this.vel[0] += this.acc[0];
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
Player.prototype.noJump = function () {
this.canJump = true;
if (this.jumping) {
if (this.jumping <= 16) {
this.vel[1] = 0;
this.jumping = 0;
} else this.jumping -= 1;
}
};
Player.prototype.setAnimation = function () {
if (this.dying) return;
if (this.starTime) {
var index;
if (this.starTime > 60) index = Math.floor(this.starTime / 2) % 3;
else index = Math.floor(this.starTime / 8) % 3;
this.sprite.pos[1] = level.invincibility[index];
if (this.power == 0) {
this.sprite.pos[1] += 32;
}
this.starTime -= 1;
if (this.starTime == 0) {
switch (this.power) {
case 0:
this.sprite.pos[1] = 32;
break;
case 1:
this.sprite.pos[1] = 0;
break;
case 2:
this.sprite.pos[1] = 96;
break;
}
}
}
//okay cool, now set the sprite
if (this.crouching) {
this.sprite.pos[0] = 176;
this.sprite.speed = 0;
return;
}
if (this.jumping) {
this.sprite.pos[0] = 160;
this.sprite.speed = 0;
} else if (this.standing) {
if (Math.abs(this.vel[0]) > 0) {
if (this.vel[0] * this.acc[0] >= 0) {
this.sprite.pos[0] = 96;
this.sprite.frames = [0, 1, 2];
if (this.vel[0] < 0.2) {
this.sprite.speed = 5;
} else {
this.sprite.speed = Math.abs(this.vel[0]) * 8;
}
} else if (
(this.vel[0] > 0 && this.left) ||
(this.vel[0] < 0 && !this.left)
) {
this.sprite.pos[0] = 144;
this.sprite.speed = 0;
}
} else {
this.sprite.pos[0] = 80;
this.sprite.speed = 0;
}
if (this.shooting) {
this.sprite.pos[0] += 160;
this.shooting -= 1;
}
}
if (this.flagging) {
this.sprite.pos[0] = 192;
this.sprite.frames = [0, 1];
this.sprite.speed = 10;
if (this.vel[1] === 0) this.sprite.frames = [0];
}
//which way are we facing?
if (this.left) {
this.sprite.img = "sprites/playerl.png";
} else {
this.sprite.img = "sprites/player.png";
}
};
Player.prototype.update = function (dt, vX) {
if (this.powering.length !== 0) {
var next = this.powering.shift();
if (next == 5) return;
this.sprite.pos = this.powerSprites[next];
this.sprite.size = this.powerSizes[next];
this.pos[1] += this.shift[next];
if (this.powering.length === 0) {
delete level.items[this.touchedItem];
}
return;
}
if (this.invincibility) {
this.invincibility -= Math.round(dt * 60);
}
if (this.waiting) {
this.waiting -= dt;
if (this.waiting <= 0) {
this.waiting = 0;
} else return;
}
if (this.bounce) {
this.bounce = false;
this.standing = false;
this.vel[1] = -3;
}
if (this.pos[0] <= vX) {
this.pos[0] = vX;
this.vel[0] = Math.max(this.vel[0], 0);
}
if (Math.abs(this.vel[0]) > this.maxSpeed) {
this.vel[0] -= (0.05 * this.vel[0]) / Math.abs(this.vel[0]);
this.acc[0] = 0;
}
if (this.dying) {
if (this.pos[1] < this.targetPos[1]) {
this.vel[1] = 1;
}
this.dying -= 1 * dt;
if (this.dying <= 0) {
player = new Mario.Player(level.playerPos);
level.loader.call();
input.reset();
}
} else {
this.acc[1] = 0.25;
if (this.pos[1] > 240) {
this.die();
}
}
if (this.piping) {
this.acc = [0, 0];
var pos = [Math.round(this.pos[0]), Math.round(this.pos[1])];
if (pos[0] === this.targetPos[0] && pos[1] === this.targetPos[1]) {
this.piping = false;
this.pipeLoc.call();
}
}
if (this.flagging) {
this.acc = [0, 0];
}
if (this.exiting) {
this.left = false;
this.flagging = false;
this.vel[0] = 1.5;
if (this.pos[0] >= this.targetPos[0]) {
this.sprite.size = [0, 0];
this.vel = [0, 0];
window.setTimeout(function () {
player.sprite.size = player.power === 0 ? [16, 16] : [16, 32];
player.exiting = false;
player.noInput = false;
level.loader();
if (player.power !== 0) player.pos[1] -= 16;
music.overworld.currentTime = 0;
}, 5000);
}
}
//approximate acceleration
this.vel[0] += this.acc[0];
this.vel[1] += this.acc[1];
this.pos[0] += this.vel[0];
this.pos[1] += this.vel[1];
this.setAnimation();
this.sprite.update(dt);
};
this.sprite.update(dt);
};
Player.prototype.checkCollisions = function() {
if (this.piping || this.dying) return;
//x-axis first!
var h = this.power > 0 ? 2 : 1;
var w = 1;
if (this.pos[1] % 16 !== 0) {
h += 1;
}
if (this.pos[0] % 16 !== 0) {
w += 1;
}
var baseX = Math.floor(this.pos[0] / 16);
var baseY = Math.floor(this.pos[1] / 16);
Player.prototype.checkCollisions = function () {
if (this.piping || this.dying) return;
//x-axis first!
var h = this.power > 0 ? 2 : 1;
var w = 1;
if (this.pos[1] % 16 !== 0) {
h += 1;
}
if (this.pos[0] % 16 !== 0) {
w += 1;
}
var baseX = Math.floor(this.pos[0] / 16);
var baseY = Math.floor(this.pos[1] / 16);
for (var i = 0; i < h; i++) {
if (baseY + i < 0 || baseY + i >= 15) continue;
for (var j = 0; j < w; j++) {
if (baseY < 0) { i++;}
if (level.statics[baseY + i][baseX + j]) {
level.statics[baseY + i][baseX + j].isCollideWith(this);
}
if (level.blocks[baseY + i][baseX + j]) {
level.blocks[baseY + i][baseX + j].isCollideWith(this);
}
}
}
};
for (var i = 0; i < h; i++) {
if (baseY + i < 0 || baseY + i >= 15) continue;
for (var j = 0; j < w; j++) {
if (baseY < 0) {
i++;
}
if (level.statics[baseY + i][baseX + j]) {
level.statics[baseY + i][baseX + j].isCollideWith(this);
}
if (level.blocks[baseY + i][baseX + j]) {
level.blocks[baseY + i][baseX + j].isCollideWith(this);
}
}
}
};
Player.prototype.powerUp = function(idx) {
sounds.powerup.play();
this.powering = [0,5,2,5,1,5,2,5,1,5,2,5,3,5,1,5,2,5,3,5,1,5,4];
this.touchedItem = idx;
Player.prototype.powerUp = function (idx) {
sounds.powerup.play();
this.powering = [
0, 5, 2, 5, 1, 5, 2, 5, 1, 5, 2, 5, 3, 5, 1, 5, 2, 5, 3, 5, 1, 5, 4,
];
this.touchedItem = idx;
if (this.power === 0) {
this.sprite.pos[0] = 80;
var newy = this.sprite.pos[1] - 32;
this.powerSprites = [[80, newy+32], [80, newy+32], [320, newy], [80, newy], [128, newy]];
this.powerSizes = [[16,16],[16,16],[16,32],[16,32],[16,32]];
this.shift = [0,16,-16,0,-16];
this.power = 1;
this.hitbox = [0,0,16,32];
} else if (this.power == 1) {
var curx = this.sprite.pos[0];
this.powerSprites = [[curx, 96], [curx, level.invincibility[0]],
[curx, level.invincibility[1]], [curx, level.invincibility[2]],
[curx, 96]];
this.powerSizes[[16,32],[16,32],[16,32],[16,32],[16,32]];
this.shift = [0,0,0,0,0];
this.power = 2;
} else {
this.powering = [];
delete level.items[idx];
//no animation, but we play the sound and you get 5000 points.
}
};
if (this.power === 0) {
this.sprite.pos[0] = 80;
var newy = this.sprite.pos[1] - 32;
this.powerSprites = [
[80, newy + 32],
[80, newy + 32],
[320, newy],
[80, newy],
[128, newy],
];
this.powerSizes = [
[16, 16],
[16, 16],
[16, 32],
[16, 32],
[16, 32],
];
this.shift = [0, 16, -16, 0, -16];
this.power = 1;
this.hitbox = [0, 0, 16, 32];
} else if (this.power == 1) {
var curx = this.sprite.pos[0];
this.powerSprites = [
[curx, 96],
[curx, level.invincibility[0]],
[curx, level.invincibility[1]],
[curx, level.invincibility[2]],
[curx, 96],
];
this.powerSizes[([16, 32], [16, 32], [16, 32], [16, 32], [16, 32])];
this.shift = [0, 0, 0, 0, 0];
this.power = 2;
} else {
this.powering = [];
delete level.items[idx];
//no animation, but we play the sound and you get 5000 points.
}
};
Player.prototype.damage = function() {
if (this.power === 0) { //if you're already small, you dead!
this.die();
} else { //otherwise, you get turned into small mario
sounds.pipe.play();
this.powering = [0,5,1,5,2,5,1,5,2,5,1,5,2,5,1,5,2,5,1,5,2,5,3];
this.shift = [0,16,-16,16];
this.sprite.pos = [160, 0];
this.powerSprites = [[160,0], [240, 32], [240, 0], [160, 32]];
this.powerSizes = [[16, 32], [16,16], [16,32], [16,16]];
this.invincibility = 120;
this.power = 0;
this.hitbox = [0,0,16,16];
}
};
Player.prototype.damage = function () {
if (this.power === 0) {
//if you're already small, you dead!
this.die();
} else {
//otherwise, you get turned into small mario
sounds.pipe.play();
this.powering = [
0, 5, 1, 5, 2, 5, 1, 5, 2, 5, 1, 5, 2, 5, 1, 5, 2, 5, 1, 5, 2, 5, 3,
];
this.shift = [0, 16, -16, 16];
this.sprite.pos = [160, 0];
this.powerSprites = [
[160, 0],
[240, 32],
[240, 0],
[160, 32],
];
this.powerSizes = [
[16, 32],
[16, 16],
[16, 32],
[16, 16],
];
this.invincibility = 120;
this.power = 0;
this.hitbox = [0, 0, 16, 16];
}
};
Player.prototype.die = function () {
//TODO: rewrite the way sounds work to emulate the channels of an NES.
music.overworld.pause();
music.underground.pause();
music.overworld.currentTime = 0;
music.death.play();
this.noWalk();
this.noRun();
this.noJump();
Player.prototype.die = function () {
//TODO: rewrite the way sounds work to emulate the channels of an NES.
music.overworld.pause();
music.underground.pause();
music.overworld.currentTime = 0;
music.death.play();
this.noWalk();
this.noRun();
this.noJump();
this.acc[0] = 0;
this.sprite.pos = [176, 32];
this.sprite.speed = 0;
this.power = 0;
this.waiting = 0.5;
this.dying = 2;
this.acc[0] = 0;
this.sprite.pos = [176, 32];
this.sprite.speed = 0;
this.power = 0;
this.waiting = 0.5;
this.dying = 2;
if (this.pos[1] < 240) { //falling into a pit doesn't do the animation.
this.targetPos = [this.pos[0], this.pos[1]-128];
this.vel = [0,-5];
} else {
this.vel = [0,0];
this.targetPos = [this.pos[0], this.pos[1] - 16];
}
};
if (this.pos[1] < 240) {
//falling into a pit doesn't do the animation.
this.targetPos = [this.pos[0], this.pos[1] - 128];
this.vel = [0, -5];
} else {
this.vel = [0, 0];
this.targetPos = [this.pos[0], this.pos[1] - 16];
}
};
Player.prototype.star = function(idx) {
delete level.items[idx];
this.starTime = 660;
}
Player.prototype.star = function (idx) {
delete level.items[idx];
this.starTime = 660;
};
Player.prototype.pipe = function(direction, destination) {
sounds.pipe.play();
this.piping = true;
this.pipeLoc = destination;
switch(direction) {
case "LEFT":
this.vel = [-1,0];
this.targetPos = [Math.round(this.pos[0]-16), Math.round(this.pos[1])]
break;
case "RIGHT":
this.vel = [1,0];
this.targetPos = [Math.round(this.pos[0]+16), Math.round(this.pos[1])]
break;
case "DOWN":
this.vel = [0,1];
this.targetPos = [Math.round(this.pos[0]), Math.round(this.pos[1]+this.hitbox[3])]
break;
case "UP":
this.vel = [0,-1];
this.targetPos = [Math.round(this.pos[0]), Math.round(this.pos[1]-this.hitbox[3])]
break;
}
}
Player.prototype.pipe = function (direction, destination) {
sounds.pipe.play();
this.piping = true;
this.pipeLoc = destination;
switch (direction) {
case "LEFT":
this.vel = [-1, 0];
this.targetPos = [
Math.round(this.pos[0] - 16),
Math.round(this.pos[1]),
];
break;
case "RIGHT":
this.vel = [1, 0];
this.targetPos = [
Math.round(this.pos[0] + 16),
Math.round(this.pos[1]),
];
break;
case "DOWN":
this.vel = [0, 1];
this.targetPos = [
Math.round(this.pos[0]),
Math.round(this.pos[1] + this.hitbox[3]),
];
break;
case "UP":
this.vel = [0, -1];
this.targetPos = [
Math.round(this.pos[0]),
Math.round(this.pos[1] - this.hitbox[3]),
];
break;
}
};
Player.prototype.flag = function() {
this.noInput = true;
this.flagging = true;
this.vel = [0, 2];
this.acc = [0, 0];
}
Player.prototype.flag = function () {
this.noInput = true;
this.flagging = true;
this.vel = [0, 2];
this.acc = [0, 0];
};
Player.prototype.exit = function() {
this.pos[0] += 16;
this.targetPos[0] = level.exit * 16;
this.left = true;
this.setAnimation();
this.waiting = 1;
this.exiting = true;
}
Player.prototype.exit = function () {
this.pos[0] += 16;
this.targetPos[0] = level.exit * 16;
this.left = true;
this.setAnimation();
this.waiting = 1;
this.exiting = true;
};
})();

View File

@@ -1,15 +1,14 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
//props do even less than entities, so they don't need to inherit really
var Prop = Mario.Prop = function(pos, sprite) {
var Prop = (Mario.Prop = function (pos, sprite) {
this.pos = pos;
this.sprite = sprite;
}
});
//but we will be using the same Render, more or less.
Prop.prototype.render = function(ctx, vX, vY) {
Prop.prototype.render = function (ctx, vX, vY) {
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
};
})();

View File

@@ -1,62 +1,61 @@
//simple resource loader
(function() {
var resourceCache = {};
var loading = [];
var readyCallbacks = [];
(function () {
var resourceCache = {};
var loading = [];
var readyCallbacks = [];
// Load an image url or an array of image urls
function load(urlOrArr) {
if(urlOrArr instanceof Array) {
urlOrArr.forEach(function(url) {
_load(url);
});
}
else {
_load(urlOrArr);
}
// Load an image url or an array of image urls
function load(urlOrArr) {
if (urlOrArr instanceof Array) {
urlOrArr.forEach(function (url) {
_load(url);
});
} else {
_load(urlOrArr);
}
}
function _load(url) {
if(resourceCache[url]) {
return resourceCache[url];
}
else {
var img = new Image();
img.onload = function() {
resourceCache[url] = img;
if(isReady()) {
readyCallbacks.forEach(function(func) { func(); });
}
};
resourceCache[url] = false;
img.src = url;
function _load(url) {
if (resourceCache[url]) {
return resourceCache[url];
} else {
var img = new Image();
img.onload = function () {
resourceCache[url] = img;
if (isReady()) {
readyCallbacks.forEach(function (func) {
func();
});
}
};
resourceCache[url] = false;
img.src = url;
}
}
function get(url) {
return resourceCache[url];
function get(url) {
return resourceCache[url];
}
function isReady() {
var ready = true;
for (var k in resourceCache) {
if (resourceCache.hasOwnProperty(k) && !resourceCache[k]) {
ready = false;
}
}
return ready;
}
function isReady() {
var ready = true;
for(var k in resourceCache) {
if(resourceCache.hasOwnProperty(k) &&
!resourceCache[k]) {
ready = false;
}
}
return ready;
}
function onReady(func) {
readyCallbacks.push(func);
}
function onReady(func) {
readyCallbacks.push(func);
}
window.resources = {
load: load,
get: get,
onReady: onReady,
isReady: isReady
};
window.resources = {
load: load,
get: get,
onReady: onReady,
isReady: isReady,
};
})();

View File

@@ -1,15 +1,14 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
//TODO: make each rubble an entity, use that render and write in Entity.update
var Rubble = Mario.Rubble = function() {
var Rubble = (Mario.Rubble = function () {
this.sprites = [];
this.poss = [];
this.vels = [];
}
});
Rubble.prototype.spawn = function(pos) {
Rubble.prototype.spawn = function (pos) {
this.idx = level.items.length;
level.items.push(this);
this.sprites[0] = level.rubbleSprite();
@@ -17,19 +16,19 @@
this.sprites[2] = level.rubbleSprite();
this.sprites[3] = level.rubbleSprite();
this.poss[0] = pos;
this.poss[1] = [ pos[0] + 8, pos[1] ];
this.poss[2] = [ pos[0], pos[1] + 8 ];
this.poss[3] = [ pos[0] + 8, pos[1] + 8 ];
this.poss[1] = [pos[0] + 8, pos[1]];
this.poss[2] = [pos[0], pos[1] + 8];
this.poss[3] = [pos[0] + 8, pos[1] + 8];
this.vels[0] = [-1.25, -5];
this.vels[1] = [1.25, -5];
this.vels[2] = [-1.25, -3];
this.vels[3] = [1.25, -3];
}
};
Rubble.prototype.update = function(dt) {
for(var i = 0; i < 4; i++) {
if (this.sprites[i]===undefined) continue;
this.vels[i][1] += .3;
Rubble.prototype.update = function (dt) {
for (var i = 0; i < 4; i++) {
if (this.sprites[i] === undefined) continue;
this.vels[i][1] += 0.3;
this.poss[i][0] += this.vels[i][0];
this.poss[i][1] += this.vels[i][1];
this.sprites[i].update(dt);
@@ -37,19 +36,23 @@
delete this.sprites[i];
}
}
if (this.sprites.every(function (el) {return !el})) {
if (
this.sprites.every(function (el) {
return !el;
})
) {
delete level.items[this.idx];
}
}
};
//You might argue that things that can't collide are more like scenery
//but these move and need to be deleted, and i'd rather deal with the 1d array.
Rubble.prototype.checkCollisions = function() {;}
Rubble.prototype.checkCollisions = function () {};
Rubble.prototype.render = function() {
for(var i = 0; i < 4; i++) {
Rubble.prototype.render = function () {
for (var i = 0; i < 4; i++) {
if (this.sprites[i] === undefined) continue;
this.sprites[i].render(ctx, this.poss[i][0], this.poss[i][1], vX, vY);
}
}
};
})();

View File

@@ -1,8 +1,7 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Sprite = Mario.Sprite = function(img, pos, size, speed, frames, once) {
var Sprite = (Mario.Sprite = function (img, pos, size, speed, frames, once) {
this.pos = pos;
this.size = size;
this.speed = speed;
@@ -10,19 +9,19 @@
this.img = img;
this.once = once;
this.frames = frames;
}
});
Sprite.prototype.update = function(dt, gameTime) {
Sprite.prototype.update = function (dt, gameTime) {
if (gameTime && gameTime == this.lastUpdated) return;
this._index += this.speed*dt;
this._index += this.speed * dt;
if (gameTime) this.lastUpdated = gameTime;
}
};
Sprite.prototype.setFrame = function(frame) {
Sprite.prototype.setFrame = function (frame) {
this._index = frame;
}
};
Sprite.prototype.render = function(ctx, posx, posy, vX, vY) {
Sprite.prototype.render = function (ctx, posx, posy, vX, vY) {
var frame;
if (this.speed > 0) {
@@ -41,7 +40,17 @@
var x = this.pos[0];
var y = this.pos[1];
x += frame*this.size[0];
ctx.drawImage(resources.get(this.img), x + (1/3),y + (1/3), this.size[0] - (2/3), this.size[1] - (2/3), Math.round(posx - vX), Math.round(posy - vY), this.size[0],this.size[1]);
}
x += frame * this.size[0];
ctx.drawImage(
resources.get(this.img),
x + 1 / 3,
y + 1 / 3,
this.size[0] - 2 / 3,
this.size[1] - 2 / 3,
Math.round(posx - vX),
Math.round(posy - vY),
this.size[0],
this.size[1],
);
};
})();

View File

@@ -1,38 +1,37 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
(function () {
if (typeof Mario === "undefined") window.Mario = {};
var Star = Mario.Star = function(pos) {
var Star = (Mario.Star = function (pos) {
this.spawning = false;
this.waiting = 0;
Mario.Entity.call(this, {
pos: pos,
sprite: level.starSprite,
hitbox: [0,0,16,16]
hitbox: [0, 0, 16, 16],
});
}
});
Mario.Util.inherits(Star, Mario.Entity);
Star.prototype.render = function(ctx, vX, vY) {
Star.prototype.render = function (ctx, vX, vY) {
if (this.spawning > 1) return;
this.sprite.render(ctx, this.pos[0], this.pos[1], vX, vY);
}
};
Star.prototype.spawn = function() {
Star.prototype.spawn = function () {
this.idx = level.items.length;
level.items.push(this);
this.spawning = 12;
this.targetpos = [];
this.targetpos[0] = this.pos[0];
this.targetpos[1] = this.pos[1] - 16;
}
};
Star.prototype.update = function(dt) {
Star.prototype.update = function (dt) {
if (this.spawning > 1) {
this.spawning -= 1;
if (this.spawning == 1) this.vel[1] = -.5;
if (this.spawning == 1) this.vel[1] = -0.5;
return;
}
if (this.spawning) {
@@ -60,14 +59,14 @@
this.pos[1] += this.vel[1];
this.sprite.update(dt);
}
}
};
Star.prototype.collideWall = function() {
Star.prototype.collideWall = function () {
this.vel[0] = -this.vel[0];
}
};
Star.prototype.checkCollisions = function() {
if(this.spawning) {
Star.prototype.checkCollisions = function () {
if (this.spawning) {
return;
}
var h = this.pos[1] % 16 == 0 ? 1 : 2;
@@ -93,24 +92,36 @@
}
this.isPlayerCollided();
}
};
//we have access to player everywhere, so let's just do this.
Star.prototype.isPlayerCollided = function() {
Star.prototype.isPlayerCollided = function () {
//the first two elements of the hitbox array are an offset, so let's do this now.
var hpos1 = [this.pos[0] + this.hitbox[0], this.pos[1] + this.hitbox[1]];
var hpos2 = [player.pos[0] + player.hitbox[0], player.pos[1] + player.hitbox[1]];
var hpos2 = [
player.pos[0] + player.hitbox[0],
player.pos[1] + player.hitbox[1],
];
//if the hitboxes actually overlap
if (!(hpos1[0] > hpos2[0]+player.hitbox[2] || (hpos1[0]+this.hitbox[2] < hpos2[0]))) {
if (!(hpos1[1] > hpos2[1]+player.hitbox[3] || (hpos1[1]+this.hitbox[3] < hpos2[1]))) {
if (
!(
hpos1[0] > hpos2[0] + player.hitbox[2] ||
hpos1[0] + this.hitbox[2] < hpos2[0]
)
) {
if (
!(
hpos1[1] > hpos2[1] + player.hitbox[3] ||
hpos1[1] + this.hitbox[3] < hpos2[1]
)
) {
player.star(this.idx);
}
}
}
};
Star.prototype.bump = function() {
Star.prototype.bump = function () {
this.vel[1] = -2;
}
};
})();

View File

@@ -1,14 +1,14 @@
(function() {
if (typeof Mario === 'undefined') {
window.Mario = {};
}
(function () {
if (typeof Mario === "undefined") {
window.Mario = {};
}
var Util = Mario.Util = {};
var Util = (Mario.Util = {});
Util.inherits = function(subclass, superclass) {
function Surrogate() {};
Util.inherits = function (subclass, superclass) {
function Surrogate() {}
Surrogate.prototype = superclass.prototype;
subclass.prototype = new Surrogate();
}
})()
Surrogate.prototype = superclass.prototype;
subclass.prototype = new Surrogate();
};
})();